Does the shadow sorcerer Eyes of the Dark feature negate sunlight sensitivity for creatures like drow in 5e?

The shadow sorcerer feature at 1st level known as Eyes of the Dark reads: From 1st level, you have darkvision with a range of 120 feet.

I would like to play a Drow character, does this negate sunlight sensitivity since you are getting superior darkvision from a new source that does not provide sunlight sensitivity?

I have heard that the warlock’s Devil’s sight provides a similar effect that negates sunlight sensitvity, would this also apply to the shadow sorcerer?

What’s a Shadow Weapon’s hardness?

The first-level spell shadow weapon creates an illusionary weapon the caster can wield. Consequently, the weapon thereby produced may find itself subjected to all manner of hostile effects by enemies who believe the weapon to be real (those who don’t aren’t usually too scared of the 1 damage it might inflict). It’s unclear from the spell description, however, what the hardness and hp should be. How does one calculate that, and what are the values?

Can a quasi-real shadow weapon be broken?

I am building an oracle with the Wrecker curse, which states:

Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round.

I would like to take the Shadow mystery, and the Shadow Armament revelation, which states:

You can create a quasi-real simple or martial masterwork weapon appropriate for your current size. You are considered proficient with this weapon. The first time you hit a creature with this weapon, that creature can attempt a Will save to disbelieve; failure means the weapon deals damage normally, while success means the creature takes only 1 point of damage from the weapon’s attacks. The weapon deals only 1 point of damage to objects.

This matches the description of a quasi-real weapon in the description of the spell Shadow Weapon:

Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon’s attacks. The weapon only deals 1 point of damage to objects.

The description of the broken condition states:

Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

  • If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
  • If the item does not fit into any of these categories, the broken condition has no effect on its use.

It is clear that the quasi-real shadow weapon is a weapon. However, the wording of Shadow Weapon is careful to distinguish it from a "real weapon", stating only that it may "make attacks as if it were a real weapon", implying that it does not normally count as a real weapon.

So based on interpretation, one of the following scenarios must occur:

  1. My Shadow Armament is a weapon, therefore it is broken by my Wrecker curse as soon as I summon it, meaning my curse is ruining my revelation.
  2. My Shadow Armament is not a real weapon, therefore it is not broken by my Wrecker curse, as a real weapon would be, and is therefore a weapon I can safely use.

I really like the idea of the latter thematically, and that’s the one I personally interpret as being correct, but I wanted to know if there’s any additional information I might have missed somewhere that could explicitly state if one or the other should be the case.

Can a quasi-real shadow weapon be broken?

What happens when a Shadow Blade on which Darkness has been cast disappears?

The darkness spells states the following:

If the point the darkness spreads from is an object you’re holding or one that isn’t being worn or carried, the darkness comes from and moves with the object.

However, there is no prescription for what happens if the object that the darkness is following is broken (What happens to the darkness spell if it is cast on an object that then breaks?) or destroyed, such as when shadow blade disappears after being let go of by the wielder/caster. What would happen to the darkness spell and its positioning? What would happen if the same object were to reappear in space, as is in this case suggested by the phrasing of the shadow blade spell (emphasis mine):

While the spell lasts, you can use a bonus action to make the sword reappear in your hand.

To me, the most reasonable outcome in the event of the object outright being removed from existence is that the darkness stops being emitted, as the darkness is stated to ‘come from’ the object. The darkness would then reappear should the same object reappear, provided that the spell hasn’t ended (no trigger for which has been activated).

Does a true-polymorphed True dragon becoming a Shadow dragon evade ‘dispel’ concerns?

A kobold is True Polymorphed (‘permanently’) into a dragon’s egg (CR 0) and eventually grows up to be an ancient Green dragon. Upon rediscovering / remembering she was a kobold she fears Dispel Magic that would break her Truly Polymorphed form. She seeks to avoid regression to her previous kobold existence.

To secure her draconic shape she abides in the Shadow Realms and gains (True) Shadow dragon form. She now believes, correctly or not, that she safer from various Dispels or Anti-magic zones.

This is, to me (and hopefully my players), a very fun BBEG campaign idea – but there are questions.

Plethora Concerns: – (if possible, i request Stack Exchange answer these generally):

  • Is a True dragon’s egg ‘Challenge Rating 0’ (CR0) – or is this abuse of the True Polymorph spell?

  • Where are these Shadow Realms found (mentioned in the Monster Manual)?

  • Would the dragon be born A Priori with knowledge of her previous kobold life? If so, in a Zone of Truth would she still identify as a [two decade] kobold – or that of a [born & raised / 801+ year old] dragon?

  • Would various TrueSight magics see through her Green dragon form? Would she be a kobold only as long as she was within an Anti-Magic effect or area… and then snap back?

  • if this dragon is dispelled to her former humanoid shape, is she now kobold dust that is more than eight centuries old? If so, this really ups the stake for her interest for that True Shadow dragon change.

  • if she sets some of her flesh aside (such as a finger) whilst in ‘Green’ format (i.e. before attaining shadow format), can she use that flesh for a Clone – thus regain her ‘healthy’ Green-shape dragon body even whilst in this ‘cursed’ Shadow state? If so, what ‘age’ is this new Green body? Is this new Clone now safe from dispel-style magics?

Base / Main Question:

  • Is this Shadow dragon (formerly Green dragon / formerly a kobold) safe from having her form removed by a simple ‘dispel’? Once transformed by this magical darkness, is she effectively a ‘normal’ Shadow dragon forever?

Note that these questions are all True Polymorph related and i hope that this one write-up will suffice. It would help game consistency if this campaign could stay RAW in-game.

If many of these questions are answered directly or indirectly elsewhere, my apologies in advance.

Does Sacred Flame or Firebolt do more damage on average to a Shadow over an arbitrary but finite number of rounds?

Assume the following character build:

Level 2 Variant Human Wild Magic Sorcerer with Magic Initiate Feat; relevant spells are Sacred Flame and Fire Bolt. While I don’t think character level is relevant, it is included in case an ability plays a larger roll than anticipated.

Ability Scores:
STR: 8 (-1)
DEX: 14 (+2)
CON: 14 (+2)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 14 (+2)

Spell Save DC: 8 + 2 + 2 = 12
Spell Attack Modifier: 2 + 2 = 4

Spell Save DC for Sacred Flame: 8 + 2 + 1 = 11

Magic Initiate (5e PHB page 168):

Choose a class{cleric}: You learn two cantrips of your choice from that class’s spell list. … Your spellcasting ability for these spells depends on the class you chose: … Wisdom for cleric

Sacred Flame (5e PHB page 272):

Cantrip.
Casting Time: 1 action.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Firebolt (5e PHB page 242):

Cantrip.
Casting Time: 1 action
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

Shadow (53 MM page 269),

Armor Class 12
Hit Points 16 (3d8 + 3)
DEX: 14 (+2)
Damage Vulnerabilities radiant
Damage Resistances … fire …

Damage Resistance and Vulnerability (53 PHB page 197)

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Assuming that we don’t have to worry about the Sorcerer taking any damage (just for the sake of the question, otherwise it boils down to the Sorcerer dying after a few rounds), which spell would be the better choice to deal the maximum amount of damage on average within an arbitrary but finite amount of rounds?

What balance considerations should I make if I remove the Corruption and/or Insanity mechanics from Shadow of the Demon Lord?

In Shadow of the Demon Lord, there are mechanics that help portray its dark fantasy world. “Insanity” arises from undergoing stressful situations, whereas “Corruption” accumulates as the the character commits evil or dark acts. Both have tangible effects for the character (a high Corruption character would be impossible to resurrect, for example).

Suppose that a group would enjoy the general underlying gameplay, but not the darkness necessitated by the setting.

If I were to remove Corruption and Insanity from the game, what parts of the system would I have to tailor or remove so that the game remains fair?

In Hells Rebels – In Hells bright Shadow (other adventure paths) how do you determine Specifications of scrolls/potions

I’m currently GMing the Hells Rebelels campaign as the my first dive into the system.

I’m currently wondering how scrolls and potions found in the adventure have to be specified. The source material does not state who made the scrolls or on which CL they are.

I’ve read that one should always assume lowest Lvl for scrolls/potions etc., however scrolls in particular are dependent on the arcane/devine split as you can only cast the one you are able to cast yourself. (or is that wrong).

Also does this mean that all potions of lesser restoration are made by paladins (for them the 2nd lvl spell is 1st lvl) and similarly all remove disease scrolls/potions made by the subdomain restoration (normally 3rd lvl to 2nd level)?

Or does one assume that the amount of paladins who “waste a feat on craft potion” are so rare that they don’t matter for the marketprice?

Does Shadow of Moil heavily obscure you against an opponent with Truesight?

Shadow of Moil is a level 4 Necromancy spell with the following description (XGtE 164):

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

The core rules (PHB 185) state for Truesight that:

A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane.

Would a character under the effect of Shadow of Moil still have advantage against a creature with Truesight? Essentially, are “flame-like shadows” darkness, if spells do exactly what they say they do?

Is there a way to have Shadow Hand save DCs based on Charisma?

I am playing a Spellthief/Rogue and just picked up the Martial Study feat to gain access to Shadow Hand maneuvers. Shadow Hand is a Swordsage-exclusive school and its maneuvers key off Wisdom for their save DCs, but as a Spellthief, I boosted my Charisma and my Wisdom is pretty low.

Is there any way to change my Shadow Hand maneuver’s save DCs to key off Charisma instead of Wisdom?