Base Class: Sorcerer
Your power comes from an ancestor that once called the heavens home. But for some reason they fell and their interactions with mortals since has led to your birth. This could be the aftermath of some grim conquest, or the result of genuine passion between them and a mortal. Regardless, those of you're nature that are blessed with sorcerous talent are marked by a dark, but faint halo that glows menacingly when you summon your power.
Fallen Power
Your ancestral tie to a fallen celestial gives you a natural talent for a darker, more destructive powers often only seen in other spell casters. When you reach certain levels in this class you automatically learn spells of that dark nature. These spells count as sorcerer spells for you and they do not count against the total number of spells you can learn.
| Sorcerer Level | Spells |
|---|---|
| 1st | Bane, Inflict Wounds |
| 3rd | Silence, Spiritual Weapon |
| 5th | Animate Dead, Speak with Dead |
| 9th | Animate Objects, Awaken |
| 11th | Disintegrate, Create Undead |
Dark Halo
At 1st level, you can use a bonus action to cause your Ancestral Halo to glow with power for 1 Minute, giving you the following benefits:
- You gain resistance to necrotic and radiant damage
- When you roll a 1 on a damage die for a sorcerer spell you cast, you can re-roll it once. You must use the new role.
- When you reach 3rd level, you can cast your Fallen Spells without expanding a spell slot. You can instead cast the spell by spending sorcery points equal to the level of the spell + 2.
Once you summon your Dark Halo you cant do so again until you finish a short or long rest.
Decrepit Wings
At 6th level, you gain use of your ancestral wings. They are weaker than other sets of wings and do not allow you to fly and they only appear for a moment to give you short bursts of speed; this allows you to dash or disengage as a bonus action.
Fallen One's Devastation
Starting at 14th level, when you cast a spell that deals damage, you can spend 2 sorcery points to increase the size of the damage die to one size grater. If your Dark Halo is active, you may spend an additional sorcery point to increase the die by 2. You can only upgrade the die to a max of a d12.
Apocalyptic Halo
At 18th level, you finally master the dark power that rushes within your veins. While under the effect of Dark Halo feature, you are Immune to necrotic and radiant damage. Additionally, you radiate an aura of menace. The aura has a range of 30 feet and any creature of your choice loses all resistances when they are in the aura.
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