Racial
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Innate Spellcasting
You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Poison Immunity
You are immune to poison damage and the poisoned condition.
Class
Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Hound of Ill Omen
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:
The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
It appears with a number of temporary hit points equal to half your sorcerer level.
It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its target's location.
If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Metamagic - Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Metamagic - Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Origin
The Rift
The Rift was once a swirling mass of wild magic, spells given sentience and a bestial hunger for magic. However, as the seals have been restored and stability returned to the inner planes. the Rift has begun to stabilize, revealing ruins long since thought abandoned. Those that have tried to live on it's edge have found new lands to inhabit and the rampant magic has caused several changes within them during the process. The volatile and unstable nature of The Rift is seen etched onto their very flesh and burned into their minds.
The Rift is wild will given manifestation. Gain a +1 to an ability score of your choice
Slog
Slog, one of the eight cities of the Taladoni, is a place where the automative magic of the Taladoni is paramount, stone servants perform nearly every task and the degenerate and despot nature of those that live there is reflected through the magic of those that come too close.
The power of command is based on ones words. +1 Charisma
Such luxury has left you.. lacking in vital areas. Denied Skill - Athletics
Story
Living Shadow
Asper carries a doppelganger within his shadow. The doppelganger can move, act and speak independently of Asper and is considered a non-combatant.
Gift of the Bones of Fate
When you have advantage on a spell or weapon attack, add sneak attack damage.
Shadow's Blessing
HP Increased by 5
AC Increased by 1
Meld With Shadow - Graceful Step
When in darkness or dim light you become invisible and can move 20ft. as a bonus action.
Matching Pairs
When within Darkness you can use an action to draw upon the hidden secrets of the Mad God. You regain up to 3 levels worth of spell slots. You can use this feature twice, regaining both uses after finishing a long rest.
Class/Racial Features & Traits