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Post by Kahz on Aug 22, 2015 19:20:50 GMT 10
Flickering, wavering, dancing between the border of light and darkness, your innate magic is drawn from the dark and gloomy reflection of the Material Plane, the Shadowfell. Perhaps you traveled briefly through a shadow crossing, unknowingly bringing back with you a wisp of the starkly colorless Plane of Shadow that is now a part of you, or maybe you are just innately in tune with the nature of the Shadowfell itself. Sorcerers with this origin feel at home immersed in the darkness, finding sanctuary deep within the recesses of the world and drawing upon the great power inherent to the nature of shadows, using it in a multitude of ways. Harmonious Darkness: When you select this sorcerous origin at 1st level, you gain the ability to see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.
Shadow Adept Bonus Spells
*Homebrew spells, click the links to see. Shield of Shadows:Starting at 1st level, you can mold nearby shadows to obscure you from attacks. Whilst in dim light or darkness, you can use your reaction to gain Half Cover against attacks, spells and abilities that target you or allow a Dexterity saving throw to reduce the damage. Once you reach 5th level, when you use this ability you can also expend 1 sorcery point to gain Three Quarters Cover instead of Half Cover. The Shield of Shadows lasts until the beginning of your next turn. You can use this ability a number of times equal to your Charisma modifier (minimum 1) per long rest. Shadow Spell:At 6th level, you can manipulate the inherent shadows of certain spells to recreate its effects. When a creature you can see casts a spell that targets you, a creature or area you can see within 30 feet of you, you can use your reaction and expend 1 sorcery point to add that spell to the list of spells you know. This spell does not count towards the number of spells you know, is considered a sorcerer spell for you, and you retain knowledge of it for a number of rounds equal to your Charisma modifier (minimum 1). Once you cast a spell learnt in this manner, or a number of rounds passes as described above, you lose all knowledge of this spell and remove it from your list of spells known. If this spell has a duration of concentration and you lose knowledge of it whilst concentrating on it, you must succeed on a concentration check (DC = 10 + the spells level) at the beginning of your turn to be able to maintain it. Additionally the spell must meet the following requirements: - The spell must be of a level that you can cast.
- The spell cannot have a casting time longer than 1 action.
- The spell cannot have an effect that specifically generates light (such as the Daylight spell), nor can it deal radiant damage.
- The spell cannot have a healing effect unless it is from the Necromancy school.
- The spell is not a spell cast from the use of this ability.
Enshrouding Gloom:From 6th level, you gain the ability to subtly control the shadows around you. You can use a bonus action to lower the level of ambient lighting within a 60-foot radius centered on you. Areas of bright light are reduced to dim light, and areas of dim light are reduced to darkness. The lighting remains this way until the end of your next turn. This lighting is considered natural, and can be seen through as normal by creatures with darkvision. You cannot use this ability if you are in an area of direct sunlight or a spell that creates equivalent light (such as the daylight spell). Shadow Double:Starting at 14th level, whilst in dim light or darkness, as an action you can create a double of yourself woven from shadowstuff that rises out of your own shadow. The double lasts for 1 minute, or until you lose your concentration (as if concentrating on a spell). The double has the ability scores, AC, saving throws, and proficiencies as you, 1/2 your total hit points, but no equipment (any apparent clothing or equipment is nonfunctional). The double can attack your enemies if given a weapon or items (since it can use anything you can), and functions in the same way as the Project Image spell, except that it only requires a bonus action to mentally command it. The double acts on your initiative count in combat, though it is a separate creature. For the duration, you can cast spells as though you were in the double’s space (no distance limitation). Using the double as the originator of a spell counts as an action for both you and the double. Anything that causes you or the double to leave the plane you share dismisses the double. The death of the double does not affect you. Once you've used this ability, you cannot use it again until you complete a long rest. Living Shadow:From 18th level, you can infuse your body with the energies from the Shadow Weave. Whilst in dim light or darkness, you can use your action and expend 5 sorcery points to gain immunity to all damage except force, psychic or radiant for up to 1 minute or until you lose your concentration (as if concentrating on a spell). You have vulnerable to radiant damage during this time. Whilst Living Shadow is active and you in an area of dim light or darkness, instead of moving normally you can teleport a distance up to your normal movement to an unoccupied space that you can see that is also in dim light or darkness. You can use this ability once per long rest. Extras:Additional Spells Completed: Shadow Spells - Multiple EntriesAdditional spells to make to augment the optional additional spell table (and the class in general): Spell Compendium Conversions (P182-186)Shadow Mask | Shadow Phase | Shadow Cache | Shadow Binding (merged with shadow spray) | Shadow Well (done) | Shadow Spray (done) | Shadowfade Spell Compendium Conversions (other pages)Dead End (p59) | Slashing Darkness (p191) (done) | Spectral Weapon (p197) (done) | Ebon Eyes (p77) (done)Custom SpellsShadow Puppet | Shadowdance (Cantrip) | Investiture of Shadow | Shadow Bolt (done as darkbolt) |
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Post by ajdowney on Aug 27, 2015 20:26:17 GMT 10
Hot damn. This is gorgeous.
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Post by Kahz on Aug 28, 2015 10:21:14 GMT 10
Any thoughts, ideas or assistance in regards the Shadow Clone ability, and to the power-scaling of the Essence of Shadow ability, would both be appreciated -tremendously-
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Post by ajdowney on Aug 28, 2015 22:15:15 GMT 10
Essence of Shadow thoughts: Potential for constant spellpoint generation? Use Shadow Spell with Essence of Shadow and suddenly you have a drastically increased amount of spell slots per long rest? Or was that supposed to be the point?
With the Shadow Clone, could be a couple ways to use it- first one that springs to mind would be a mirror-image spell type deal, make distracting copies/ clones to throw off enemies and help dodge damage. Or could be used as a minor illusion deal? Maybe include some limited invisibility at higher levels to help with the trickery aspect of the shadow magic?
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Post by Kahz on Aug 29, 2015 8:51:32 GMT 10
The goal of the Essence of Shadow was to provide additional sorc points for the myriad of uses. Since you can still only create a spell of 5 lvl or lower, and for instance: casting a lvl 7 spell grants enough sorc points to create at most 3 lvl 1 slots, 2 lvl 1 and a lvl 2, 2 lvl 2, 1 lvl 3 and 1 lvl 1, a singe lvl 4 or a single lvl 5. I could maximize the amount of sorc points granted (equal to spell level to a maximum of 5, for example) to limit how many are gained. But essentially the benefit of it is the same as if you converted the spell slot to sorc points AND got to cast the spell. Since it's a dim light / darkness effect, it's not something that'll happen all the time. Since I'm planning for all the abilities to require sorc points, I figured it's a fair method to be able to give a resource supplement for that, though perhaps it is a bit too powerful. Maybe a uses / day feature attributed, so it can't just be always on and plowing this guys power ratio out the roof. Or even just lowering the value down, to say regaining 1-2 sorc points per spell casted? Or half of spell level rounded up?
On the clone, I was actually looking at it more towards an actual -physical- creation, rather than a straight up illusion. Literally filling your own shadow with actual substance and animating it as a clone of yourself (hence the reference to Simulacrum spell). The original PrC Shadow Adept, when using this, would gain a shadow duplicate of himself with 1/2 his HP, same stats, that could move and act like him. He could cast spells through it, and could see through it, much as the trickery domain illusions can for 5e. The Clone could also be given weapons to wield and would last for 1 round / level (old mechanic), which made it a primarily combat use only, something that I'm wanting to expand into other areas for use. One of the ideas I have is that, using Simulacrum as a basis (where the simulacrum has the same spell casting as the creature it was made to copy, but cannot ever regain spell slots expended), was to put pressure on the simulacrum requiring/using/draining sorc points to cast spells that the Shadow Adept could. Unsure if that would be too complex to handle, though.
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Post by Kahz on Aug 30, 2015 20:48:43 GMT 10
Final concept wording done, thoughts, feelings and balance queries required
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Post by Kahz on Aug 31, 2015 14:45:04 GMT 10
Two options for Harmonious Darkness are available, one with flat benefits and one with an expanded spell list. I'd like to update that spell list with shadow spells at a later date, but for now,I hunted for appropriate Shadowy spells from the PHB. Thoughts on which of the two is most suitable?
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Post by Kahz on Aug 31, 2015 21:14:17 GMT 10
Another optional ability, picking between Essence of Shadow or Enshrouding Gloom. Gloom really fits the class and is a magnificent ribbon ability to combine with the class in its entirety, though I'm not sure if the radius range is too small (compared to storm sorcs 100 ft wind manipulation). Essence of Shadow really supports the sorc point usage by the class itself. Both provide great mechanical benefits, but Enshrouding Gloom really brings in a great RP aspect to the class, much as Storm Guide does for the Storm Sorcerer origin.
Thoughts on which should make it in?
Also, is the 3 sorc points listed to use Shadow Double too high? Will it limit the sorc points needed by the abilities too much, and put pressure on using Essence of Shadow as a core mechanic to balance it? Should the sorc point usage be lowered, or removed entirely and keep it a once a day ability?
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Post by Kahz on Sept 1, 2015 12:01:02 GMT 10
As an addition, if Enshrouding Gloom was chosen, I would probably re-word Living Shadow and the teleport ability to become part of it's basic movement, instead of a bonus action, so you don't get a bonus action conflict between the two abilities. Something like "Additionally, whilst in an area of dim light or darkness, instead of moving normally you can teleport a distance up to your normal movement to an unoccupied space that you can see that is also in dim light or darkness."
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Post by Kahz on Sept 3, 2015 19:45:32 GMT 10
No thoughts from anyone?
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Post by ajdowney on Sept 6, 2015 14:05:01 GMT 10
I like! Sorry for the delayed response. Takes a bit for my brain to wrap around the mechanics for some of this stuff, particularly when it comes to the spells and whatnot. Kinda got used to looking at this stuff one level at a time. Thoughts as I'm going through it again: -Going over the spells-at-certain-levels list, I like how they seem to have a mix of damage and fuckery, always nice to have that versatility. -I like that in Gloom, the darkness is considered natural. Gives the sorc a way of hindering their opponents without tipping their hand, so to speak. -Love the Shadow Double. Got a lot of potential for flavor and combat. -Living Shadow is good, couldn't tell you if it's balanced for that level. Again, highest level I've seen in action was our previous party, so I don't really have much to weigh the power against. I mean, immunity to everything except force psychic and radiant SOUNDS OP, but at level 18 that's not really the case (as far as I know).
Only thing I can see that I would personally consider unnecessary is Spectral Weapon. Doesn't seem like this class is one that would require a lot of hand-to-hand help. Might recommend maybe Misty Step in its place? Helps with the manoeuvrability and trickery aspect, and sorcs get to learn spells at certain levels anyway, which would give a player the chance to add their personal choices (so if someone wanted to play a more up-front shadow sorc, they'd still have a chance to add their up-close spells and buffs and whatnot).
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Post by Kahz on Sept 6, 2015 14:45:22 GMT 10
Awesome feedback, thank you Alex The Spectral Weapon is one I wasn't sure I would include, my other options were: Nondetection: Using the shadows to hide you from scrying magic and such. Gaseous Form: I liked this one, but felt it detracted from the capstone. Vampric Touch: Shadow-wreathed had that siphons life, I love that aspect, and could be good. I am more than open to swapping the spectral weapon out for something else more flavorful. Thoughts on those? With the immunity, I did actually have it set to resistance to all damage and not immunity, but I'm not sure that's enough on consideration. If I did make it immunity, I would also give vulnerability to radiant damage. That may actually be a better choice of abilities, since the lvl 3 barb totem of bear gives resist all damage whilst raging, and this is set 15 lvls later. If I replaced it to increase from resistance to flat immunity, but with vulnerability to radiant (plus being susceptible to force and psychic) instead of resist, would that balance out enough?
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Post by ajdowney on Sept 6, 2015 17:51:13 GMT 10
Nondetection could be interesting. Gaseous form would become preeeeetty much meaningless after the sorc hits level 18, but that's a pretty far distance to get before that point. Again, could be interesting? Vampiric touch adds something that isn't really prevalent yet in the spells, and the life-sucking is always good fun. Imo it's a bit evil, what with the vampiric connotations, so I'm gonna say Nondetection for my suggestion (out of those three). It's neutral enough that any player can find a use for it without stretching from their character alignment (whatever it might be). I'm a fan of that; I don't see that the archetype should necessarily affect the character. So I'll always be keen for more neutral archetypes whenever possible.
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Post by Ragequit on Sept 8, 2015 20:29:29 GMT 10
Ok finally got some time to start looking through these. Couple quick things, not stated but assuming Shadow double is the sorc 14th level ability? Also like the Dark vision at base but do you think seeing through magical darkness from 1st level to be a little OP? Maybe a scale up at a later level?
One other suggestion on the capstone, from my personal logic, would force effect a shadow? I was thinking maybe fire or thunder wiuld be more appropriate? As fire is creating light and I assume you're not deaf in shadow form and could be harmed by thunder. Everything else looks nice though.
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Post by Kahz on Sept 8, 2015 23:20:34 GMT 10
Ah, I did have that but I must have accidentally removed it. Will add the 14th level notice to the shadow double. Thanksies! On the magical darkness part, yes it is OP. I didn't want to give darkvision (as much as that works) as these guys -ARE- touched by shadow, and shouldn't suffer the dim light issue in normal darkness. Considering that they're heavily tied to dim light and darkness for their abilities, I wanted them to have that negation for themselves. Some things already have darkvision, and I didn't want to just -increase- it for them, and give a lower range one for non-darkvision races. This way, all the races benefit from this. Plus, the warlock can get it at 2nd level. So, one level earlier? Meh. For the Living Shadow ability, I basically copied it right over from the Shadow Dragon template, which has an ability called Living Shadow. The only difference is I buffed it up from resistances to immunities, and gave it the vulnerability. I did that because you spend sorc points, can only use it in dim/darkness, it's concentration (occupying that slot from spells), and has a limited duration. Plus, because it's cool. Whenever I can I try and use existing mechanics and abilities from different sources, with small changes. Since living shadow has those 'except' damage types for the shadow dragon, so does this. As much as fire creates light, it itself is -not- light. I wanted to keep that effect as is as much as possible, though fire could mess with the dim light/darkness restrictions on the sorcs abilities, so that's the thing it can damage rather than directly hurt the sorc.
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Post by Kahz on Sept 23, 2015 19:37:25 GMT 10
Shadow Adept finalized and now pending final approval and feedback. Class will be added to accepted homebrew list this coming Sunday. Anyone have issue with this?
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