Shadow Sorcery Sorcerer: D&D 2024 (5.5e) Subclass Optimisation Guide

Wreathe yourself in shadow with this stealthy and evasive sorcerer subclass.

Sorcerers infused with shadow sorcery draw their powers from the darkness and negative energy of the Shadowfell or similar sources. They thrive on darkness, using it as a barrier and even forming solid matter from it’s shadowy substance.

Shadow sorcerers are great at keeping safe, whether that’s through obscuring darkness, teleportation or even their umbral form. They also make an excellent option for stealth through spells like pass without trace and greater invisibility. Their beast of ill omen also makes them more likely to succeed on spells.

The shadow sorcery subclass was first introduced for 5e 2014 in Xanathar’s Guide to Everything and has been updated for D&D 2024 in Ravenloft: The Horrors Within. In this article, I’m taking a deep dive into this updated sorcerer subclass to see how it stacks up and give optimisation advice.

  • Powerful spellcasting class with enhanced spells
  • Makes a capable party face
  • Great at stealth and staying safe
  • Can make targets easier to be affected by spells

4/5 – If you want a stealthy sorcerer that’s good at avoiding harm, then shadow sorcery is for you. Many have rightly pointed to the beast of ill omen getting nerfed and it’s true that it’s worse in this revision, but it remains a good feature, and other features have been buffed so that this remains a good option for a sorcerer.

The shadow sorcerer gets a lot of changes that are mostly buffs. However, one quite divisive change attempts to make the hound of ill omen simpler, but ends up mostly making it weaker. The feature did need some simplification, but it didn’t necessarily need weakening. The issue here has been trying to tie it to summon beasts rather than its own stat block which has made the summon stuck with something that isn’t as good.

I’ve summarised all the changes below:

  • Shadow spells: This is a new feature as the shadow sorcerer didn’t previously get extra spells known.
  • Power of shadow: Merges eyes of the dark and strength of the grave into one feature. This is now a level 3 feature instead of level 1. Eyes of the dark now grants 10ft blindsight and you can see through all magical darkness you create, not just darkness cast with sorcery points. Strength of the grave restores more hit points and isn’t prevented by radiant damage or critical hits but is prevented if you die outright.
  • Beasts/hound of ill omen: Now allows you to cast summon beast as a bonus action without concentration rather than summoning a hound with the dire wolf stat block. There are some positive and negative changes here. You’re no longer restricted by a single target, you can choose different forms that can fly or swim and there’s generally more flexibility in how it can be used. However, the summoned beasts are generally weaker. They have lower AC, lower HP and lower damage. They also can’t move through the spaces of creatures and objects. The beast also takes its turn immediately after you rather than rolling initiative. This may make it harder to ensure it’s next to a creature you want to cast a spell against. There’s also an issue with AC as it’s 11 + the level of the spell cast to summon the beast, but no spell slot is used here so RAW, the AC would be 11. I don’t think this is RAI and would say the spell should be cast as if at level 2, but one to be aware of. Ultimately, I think this is less complicated, but also less potent.
  • Shadow walk: No change
  • Umbral form: First casting no longer requires sorcery points and this can be enabled when you use innate sorcery rather than as a separate bonus action.
Sorcerer DND 2024
Human sorcerer: Wizards of the Coast

Shadow spells (Lv3) – 4/5

LevelSpells
3Bane, darkness, inflict wounds, pass without trace
5Hunger of Hadar, nondetection
7Greater invisibility, phantasmal killer
9Contagion, creation

Most of the spells on this list range between decent to strong. Darkness, pass without trace and greater invisibility all make great stealth in different ways. Bane is a solid debuff while hunger of Hadar, phantasmal killer and contagion are good damage dealers that also cause debuffs.

There are a few flops on the list though. Inflict wounds demands being in touch range of an enemy, but doesn’t take many levels to be only slightly better than a cantrip and eventually, less potent. Nondetection is really situational and I think creation suffers from something similar (as well as being reliant on the DM’s generosity).

Still, this is mostly a good list.

Power of shadow (Lv3) – 5/5

Darkvision is decent, blindsight can be really important at times and one of the best ways to deal with invisibility. It also happens to be very rare at this level of play. Being able to see through your own darkness opens up some really useful tactics especially in combination with your darkness spell. Now you can cast darkness where you are, be invisible to attacker’s but see through that darkness and make spell attacks just fine from within its safety.

Surviving a usually deadly attack is solid and you should end up with enough hit points to survive an attack or 2 more making this better than a similar trait of the Orc for example which just leaves you with 1HP.

Beasts of ill omen (Lv6) – 4/5

Summon beasts is decent. Casting it with concentration and as a bonus action is quite good. This is topped off by the interaction with your spellcasting as you can command your summoned beast to be near an opponent, then cast a save or suck spell against them and they’re stuck at disadvantage.

One challenge is that the beast takes its turn immediately after yours. But you want to be lining up spells against adjacent targets which makes it easier for enemies to move away from your beast.

One other aspect is scaling. I did consider whether summon beast can be upcast and still work with this feature. The answer seems to mostly be no. The extra features of the beast seem tied to using sorcery points to summon it and there’s no mechanic for upcasting by spending more sorcery points. It does seem to imply that you can cast the spell without concentration while using a spell slot, but you don’t actually have the spell prepared and it’s not found on the sorcerer’s spell list. You’d need to take 3 levels of druid to gain access to it this way.

Which is a long way of saying you mostly can’t combine this feature with an upcast summon beasts.

Shadow walk (Lv14) – 3/5

Dungeons are full of dim light and so is night time. Even full daylight will cast shadows. If you can try and stick to shadows, you should be able to teleport around fairly easily. Handy for staying safe mostly.

Other than the dim light requirement, this is better than misty step as it doesn’t require a spell slot and the distance is quadrupled. It is later in the game than most subclasses gain teleportation capabilities, but it is a strong, if slightly fiddly version of this.

Umbral form (Lv18) – 5/5

Resistance to almost all damage is a strong resilience feature. Moving through creatures and objects means you can blast spells then step through a wall to be hidden from danger. You’ll have to save this for your big fights, but you probably don’t need it for the other encounters anyway.

Shadow sorcery was good in 5e 2014 and I’d argue that overall, it’s better now. Yes, beasts of ill omen has been weakened, which is a shame for what felt like the most significant feature of the subclass, but it’s still a good feature.

With added spells, blindsight, easier seeing through magical darkness and a cheaper and more easily used umbral form, this is a better version of shadow sorcery.

I’d say that where the subclass excels is in stealth and safety and it does both of these really well.

Shadow sorcerers also do a decent job of making enemies easier to hit. Spells like darkness will accomplish this, but so will your beast of ill omen. All of this makes for a reasonably strong subclass.

Elf sorcerer casting a spell
Elf sorcerer: Wizards of the Coast

Building an optimised shadow sorcerer isn’t much different from building any other sorcerer. You’ll want to focus a lot on spellcasting acumen, may want to consider some durability features and can hone in on their face skills.

Below I’ve compiled a load of advice for each of your shadow sorcerer’s character options.

Ability scores

Recommended options

  • Charisma: Your most important ability score. You’ll need this for casting spells. It also enhances some of your metamagic options and can be used for face skills too. It slightly affects your strength of the grave feature too.
  • Dexterity: You’re light on AC with no armor options available as standard so a decent dexterity will be important for a decent AC. This includes if you take mage armor or the lightly armoured feat.
  • Constitution: With the lowest hit dice in the game, you’ll need all the hit points you can grab. Constitution will help here. It’ll also help when you need to maintain concentration on spells.

Options to avoid

  • Strength: Dump, you’ve got no use for strength.
  • Wisdom: Only useful for some skills and saving throws.
  • Intelligence: You don’t need intelligence, you cast spells with your charisma.
Ability scorePoint BuyStandard Array
Strength810
Dexterity1514
Constitution1513
Intelligence88
Wisdom812
Charisma1515

Skills

Recommended options

  • Deception: Important face skill, especially if your party often gets in sticky situations.
  • Insight: Your intelligence may not be high, but if you’re going to be the party face, you might want this to be decent.
  • Intimidation: Less important than your other face skills, but still a decent option.
  • Persuasion: Your most important face skill.

Species/race

As a potent spellcaster but also a fairly vulnerable character, you’ll want a species that helps with the following:

  • Resilience: This could come in the form of more hit points, but also in being more evasive like through flight or earlier teleportation.
  • Damage dealing: Often, you’ll be tasked with dealing big damage with enhanced spells. Anything that can aid this will be handy.
  • Innate spellcasting: More spell options is always handy, and you should get some free uses too.

Recommended options

  • Aasimar (2024): Damage resistances as well as some light healing for recovering allies are both solid. But you’re mainly here for temporary flight which can keep you out of melee range of most creatures so a handy safety feature.
  • Changeling (2024): As a likely party face, you’ll want to buff your face skills and a Changeling will give you this. In addition, shapeshifting can be a great combination with high charisma, allowing you to impersonate others.
  • Elf (2024): An extra skill is helpful though darkvision is pointless once you reach level 3. You’re mainly here for the innate spellcasting though. High Elf is a good option for misty step and an extra cantrip (toll the dead is a great choice you don’t get naturally). Just be aware that shadow sorcerers already have access to the Drow and Wood Elf’s best spells so may not be worth taking.
  • Gnome (2024): Extra magic resilience is great as you’ll undoubtedly be the target of some spells. Minor illusion and speak with animals are better options than the Rock Gnome has, especially as a charisma-focused character (you may need to get persuasive with some beasts).
  • Human (2024): An extra skill can help round out your face skills. You can also pick up another origin feat. Something like tough is handy as it’s available with backgrounds that don’t work well for a sorcerer. The consistent supply of heroic inspiration is helpful as well.
  • Kalashtar (2024): A fair bit of resilience through psychic resistance and advantage on wisdom and charisma saving throws is nice (you’ll be extremely resilient to charisma saving throws this way). Telepathy works great on a charisma character allowing you to speak competently to people’s minds.
  • Tiefling (2024): 4 extra spells known is mainly what you’re after here. I’d favour the infernal legacy.

Backgrounds

Backgrounds are much more important now with D&D 2024 with ability score increases, origin feats and skills all now linked to your background.

For a sorcerer, I’d prioritise charisma and then one of dexterity or constitution with the below being your best options:

NameAbility scoresOrigin featSkill proficienciesTool proficiency
CharlatanDexterity, constitution, charismaSkilledDeception, sleight of handForgery kit
EntertainerStrength, dexterity, charismaMusicianAcrobatics, performanceOne kind of musical instrument
Flaming fist mercenary (HoF)Strength, constitution, charismaToughIntimidation, perceptionSmith’s tools
Genie touched (HoF)Dexterity, wisdom, charismaMagic initiate (wizard)Perception, persuasionGlassblower’s tools
Haunted One (RHW)Constitution, wisdom, charismaSurvivor or a dark gift featArcana, survivalOne kind of gaming set
MerchantConstitution, intelligence, charismaLuckyAnimal handling, persuasionNavigator’s tools
Rashemi wanderer (HoF)Strength, constitution, charismaToughIntimidation, perceptionCartographer’a tools
Spellfire initiate (HoF)Constitution, intelligence, charismaSpellfire sparkArcana, perceptionOne kind of gaming set
WayfarerDexterity, wisdom, charismaLuckyInsight, stealthThieves’ tools

Feats

Origin feats

I’d say the below are your best origin feats for a spellfire sorcerer:

  • Alert: Unless you’re using careful spell, you may find it useful to take your turn early in combat before those pesky martials get in the way of your AoE spells. It also gives you a chance to thin the herd early on.
  • Lucky: Advantage on d20 tests and disadvantage on your aggressors is universally useful.
  • Magic initiate: Grab some extra spells known from another spell list.
  • Musician: A generally excellent origin feat for helping your allies out with some heroic inspiration (kind of like a slightly better lucky, you give to your friends).
  • Skilled: You may want to grab some stealth skills to go with your stealth spells and/or more face skills. This will help you get those.
  • Spellfire spark (HoF): Extra damage through casting a bonus action cantrip. This doesn’t require the use of sorcery points to do and won’t interfere with casting levelled spells with your action.
  • Tough: Really valuable extra hit points for a class lacking so much in durability.

General feats

  • Actor: Can be a good option for a party face if you want to do a lot of impersonations.
  • Fey touched: Misty step is great for staying safe. Plus you get more spells known. You can read my fey-touched guide for more advice.
  • Inspiring leader: Temporary hit points after every rest for your whole party is very handy. You can combine this with the aid spell too which increases hit point maximum so can combine with temporary hit points for a hefty hit point boost! Just make sure you’re increasing your charisma for this feat.
  • Lightly armored: If you don’t want to keep spending spell slots on mage armor, then you could invest in this, especially as studded leather and a shield will give you better AC than mage armor.
  • Mage slayer: Great for disrupting mages and gives you something similar to legendary resistance.
  • Ritual caster: If you’re lacking a wizard, you might want to consider this for a bunch of utility spells you often can’t afford to invest in otherwise (like find familiar or detect magic). You can check out my full guide to ritual casting for more tips.
  • Shadow touched: Invisibility and an illusion spell are great for a caster class, especially a stealthy one.
  • Skill expert – Get really good at a face skill, scouting skill or any other skills.
  • Spell sniper: Great for bypassing cover and getting some extra range on your spells.
  • Spellfire adept (HoF): You have a few radiant spells in your repertoire so can easily get the extra damage and may want to bypass resistances too.
  • War caster: Great for better concentration and it stacks with constitution proficiency.

Weapons

Really, the only reason to go with weapons over spells is if you happen to be caught in an anti magic field, a silence spell or something similar. Grab a light crossbow and dagger just in case. In fact, you may just want to use that light crossbow for the casting of true strike which is one of your better cantrips and deals radiant damage which combines well with spellfire feats.

It’s possible at early levels, with a decent dexterity, that a light crossbow might slightly outperform your cantrips (unless you’ve taken true strike). By level 5 though, your cantrips will definitely be outperforming any weapons and with metamagic and innate sorcery, you might hit that point earlier anyway.

Armor

You don’t have any armor proficiency, but if you do want to buff your AC, the mage armor spell is a great option. You can also grab the lightly armoured feat for light armor and shield proficiency which is preferable, but takes resource away from ability score improvements and other feats.

Not sure a shadow sorcerer is for you. Not to worry. Why not check out one of our other D&D 2024 class and subclass guides.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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