Inner Darkness - Sorcerous Origin
Inner Darkness - Sorcerous Origin
Inner Darkness - Sorcerous Origin
SIGNATURE WEAPON
You gain proficiency in a weapon of your choice that does THEY ALWAYS COME BACK
not have the “heavy” property. While wielding this weapon
and nothing else (including a shield), you gain +2 damage to Starting at 6th level, if an attack would reduce your hit points
melee attacks. Your signature weapon counts as magical for to 0 or fewer, you may instead spend a sorcery point to be
the purpose of overcoming resistance and immunity to rendered prone, and have that attack reduce you to 1 hit point.
nonmagical attacks and damage. To all others, you appear dead (as if affected by Feign Death.)
You may use your signature weapon as a spellcasting focus. This illusion persists until you choose to move or take any
action. Other creatures can move or manipulate your body
without ending this effect. If you spend a full round under
PREY SENSE this disguise without taking an action, you may spend hit dice
to heal (as if taking a short rest) without ending the illusion.
The evil inside you drives you to stalk and hunt a specific target.
Starting at 1st level, as a bonus action, you may cast the spell
Hunter’s Mark as if using the highest level spell slot available at PERVERT GRAVITY
your level (without expending the spell slot.)
This spell must target a creature you have dealt damage to Starting at 14th level, whenever you spend a sorcery point
within the past day. You may use this ability a number of for any reason, you gain the effects of the spell Spider Climb
times equal to your charisma modifier (minimum 1.) until the end of your next turn.
You regain all expended uses of this ability after a long rest. Furthermore, you learn the cantrip Thaumaturgy. You may
cast this as a free action once per turn.
UNSTOPPABLE
At 6th level, you gain additional abilities against targets of HORRIFIC TELEPORT
your Prey Sense:
As long as you and your marked target are on the same plane Starting at 18th level, as a bonus action on your turn,
of existence, you are magically aware of the general direction you may spend a sorcery point to teleport to a space
and distance of your target, even if they are invisible or adjacent to the target of your Prey Sense.
magically prevented from leaving tracks. You choose the space where you arrive. If your target
While traveling toward your marked target, you are immune could not see you when you initiated the teleport,
to fatigue and do not gain exhaustion levels. it must make a wisdom saving throw against your spell
Bludgeoning, Slashing and Piercing damage dealt to you by save DC. On a failed save, the creature is frightened of you
your target is reduced by 3. until the end of your next turn.