Harbinger of Twilight

Harbingers of Twilight are sorcerers and sorceresses that get their powers from the Shadows themselves. Wherever the shadows slither in and the light recoils into a mere speck is where their power comes from. Not all Harbingers are inherently evil, but all lust for power and using it to further their own causes leaves its marks. They are often associated with ill-favoured creatures such as ravens and snakes.

Harbinger Origin Spells

Sorcerer Level Spells 1st Chaos Bolt 3rd Blur 5th Blink 7th Shadow of Moil 9th Far Step 11th Eyebite

Twilight Dice

As a Harbinger of Shadow you use a special die to determine a number of factors. This die represents your mastery over the shadows. The stronger a Sorcerer you become, the more power you will be able to squeeze out of this meagre world.

Level Shadow Die 1st d6 6th d8 14th d10 18th d12

Power of Darkness

Starting when you choose this origin at 1st level you gain the ability to let darkness overcome you as a bonus action. Shadows start to swirl around you and dark, long claws form around your hands. This lasts for an amount of minutes equal to your Cha modifier (minimum of 1). You can use this feature twice, and regain all uses on a short or long rest.

While overcome you gain the following features:

You gain temporary hit points equal to the maximum value of 2 Shadow Dice.

Your AC becomes 10 + your Dex modifier + your Cha modifier while not wearing armor.

You can use your shadow claws as a weapon.

You are proficient with your shadow claws, which have the light property, and you may use your Charisma modifier instead of your Strength modifier for the purpose of attack and damage rolls. Attacks with your claws deal 1 Shadow Die + the relevant modifier necrotic damage and are considered magical for overcoming resistances. While these claws are active, you can still cast spells.

You can end Power of Darkness at any point, no action required.