Base Class: Sorcerer
THE KEEPER OF SOULS
A Soul Keeper harnesses the dark and necrotic forces of the undead to Bend to their will and serve them regardless if the souls of the undead like it or not. The only way out of their control is when the unfortunate souls who are binded to the keeper are no longer needed and parishes. Those who also unfortunately come across the natural gifted soul reaping necromancers will have there soul’s stolen for there own personal gain of interest until once agin they are proven unworthy. But at least some will be nice to let the spirits rest and to save their comrades from the grim reaper himself and power boost Their minions. Undead creatures beware as a new power is in town as equally bad for them as Holy Paladin or a Holy cleric.
A Deadly Stealth
At 1st level your natural connection to death and the undead makes you harder for them to see as living and living hard to detect you within the shadows of night. Mindless undead are not automatically hostile to you merely for being alive and may ignore you if left unprovoked. The living don’t suspect there souls to be sweaped away within a second. They can still be commanded to attack you by a creature controlling them, and intelligent undead are free to make up their own mind about you as always. The living could also be clueless but can detect you if they were wiser and had magic on there side
Regardless, all undead have disadvantage on Wisdom (Perception) checks made to detect you unless the creature controlling them spots you.
While you have advantage on stealth checks against any humanoid in dim light or at darkness unless they have spells or light to track you with.
Controlling The Unfortunate Souls
At first level you also gain Necrotic resistance for you being able to control the undead.
Whenever you see undead creatures you can use 1 sorcery point to attempt to control 3 undead with a CR rating equal or Lower than your Sorcerer level within 30 ft of you. The undead must make a wisdom saving throw with the dc being the casters spell save dc or else be controlled by the Soul Keeper to do his bidding. You can also use sorcery points to upgrade the Cr rating you control, The save DC, the field of range of control, and how long you can keep them to yourself until they die. When you run out of time with them they crumble into dust bones or a courpse depending on what you control CR rating higher than 10 break free from control and will turn on you until you spend sorcery points to recapture it.
After 24hrs you can spend 1 sorcery point to keep them in control for another 6 hours.(You can stack this up to 24 hours)
You can Spend 1 sorcery point to add +1 to your wisdom save dc to control the creature( Can be stacked until +10)
You can spend 3 sorcery points to upgrade the cr rating you can control by 1 (You can upgrade the CR ratting control by 5 CR and no more)
You can spend 2 sorcery points to upgrade the range of control (you can upgrade this until you have reached 90ft range)
Soul Manipulator
Starting at 6th level, You can hastily reanimate dead creatures to fight for you. When you kill a medium or small humanoid with a spell or weapon that deals magical slashing, Acid, cold, poison, or necrotic damage, you may choose to immediately reanimate it as a reaction. If you do so, it rises as a ghoul and acts as if you had cast create undead on it, but you must concentrate on keeping it alive (as if concentrating on a spell), otherwise it immediately dies again. You cannot use create undead to reassert control over it, and it turns back into a regular corpse after 1 minute. You must take a long rest before you can use this feature again.
Soul Replinisher
At 14th level you gain necrotic immunity.
You can chose to spend 1 sorcery point add 3d6 necrotic with a melee or spell attack and heal yourself half of the damage you have dealt and can use it as many times equal to your charisma modifier before you complete a long rest.
Your mastery of souls has improved to help your fellow comrades.
You may now cast the Resurrection Spell by spending 5 sorcery points without useing a spell slot or components. You may do this equal to half your proficiency bonus (rounded up) then you must wait 1d20 days before you can do it agin.
Soul Reaper
Beginning at 18th level you no longer age and can’t be magically aged.
You can channel your full power into an aura of necromantic energy. As an action, you can create a dark aura centered you with a 60 foot radius that lasts for 1 minute. All undead of your choice in the aura add your proficiency bonus to their attack and damage rolls, add your proficiency bonus to their ac, and gain temporary hit points equal to your sorcerer level for as long as they are in the aura. All creatures of your choice within the aura take 2d10 necrotic damage at the start of each their turns. Creatures that die in this aura automatically becomes one of your servants and when you run out of time to control them they die.
You can do this ability as much times half of your proficiency bonus before needing a long rest
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