Base Class: Sorcerer
"Why do people think I'm crazy?! It is just a soul that is been talking to me about their life here in this shitty kingdom. And they might provide more information than the freaking necromancer that might be a doppelganger and trying to buy time for their evil plan." (Frindel Yusio) My dearest friend I wish I could've done more to save your back instead of mine.
The innate magic that is provided by the weave came from the Shadowfell it runs through your blood as a both blessing and a curse. Most often people will be afraid of you as you are talking to nothingness or a graveyard even a bunch of corpse laying around. You sometimes always mistaken to those sorcerer that blends with the shadow but you yourself know that your way different than that. Since sunlight is your friend, the might of the suffering souls gives you power to unleash to the enemy of those souls you hear seeking for either revenge or peace.
Repentance Sorcerer Origin
d6
1-Your parents have contacts to the Shadowfell and they loose a bargain and as a exchange for their life they trade yours just to live. (Repentance for the Sake of Others)
2-You hear whispers in your head and makes you to be a vengeful weapon for their interest. (Repentance on failing to Achieving Inner Self Control)
3-You accidentally summon a wraith and it became one with your body. (Repentance for not being True to yourself)
4-You seek knowledge about this shadow realm and instead of being afraid you are filled with smile and happiness. (Repentance for the Bad thirst for Knowledge)
5- You defeated a monster in the Shadowfell as you are adventuring it was gifted to you as a trophy and since then you crave more for it's power. (Repentance for the Corrupted Urge of Combat and Great Power)
6-A deity in a shadow fell take a quite interest on your existence and give you this magical abilities to serve them and give them such recognition as you are travelling. (Repentance to Set Free from the Past.)
Spiritual Weave
You learn additional spells when you reach certain levels in this class, as shown on the Spiritual Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an conjuration or a necromancy spell from the cleric, sorcerer, warlock, or wizard's spell list.
You gain the spells Inflict Wounds and Unseen Servant at Level 1, Misty Step and Ray of Enfeeblement at Level 3, Vampiric Touch and Revivify at Level 5, Dimension Door and Blight at Level 7, Antilife Shell and Scrying at Level 9.
Ally of the Wondering Souls
Starting at Level 1, you have a deep connections to those souls that surrounds you. You can ask your DM if there is a lost soul that is surrounding an area 30 ft. radius of you that can give some clarity on hard situations you can use this feature equal to your proficiency bonus and be regain after a short or long rest. You also gain a resistance to necrotic and acid damage, cannot be frighten by the creatures of the night (monster from the shadow fell, aberrations, undead). In addition the souls that helps you, give you a token of appreciation with a share of life force that they wish they have, that makes you increase a number of hit point same as your level have an AC equals to 13 + your dexterity modifier when your not wearing medium or heavy armor.
Unrecoverable Wounds
Starting at 6th level you can use this feature as an action, when hit or killed an enemy with you spells:
Extraction. You can as a bonus action to summon all the creatures that only occupy one space, half on the spellcasters, and you can summon up to only 1 to 2 creatures that occupy. And when they make a melee attacks or spell attack that hits the target you can transfer the half of the total damage that they did to heal you back. And it's duration is only up to 10 minutes. Roll initiative for the ones that consume large spaces but if you summon only the simple minions you have in your arsenal they will share the same initiative as yours.
Torment. They target must roll a Constitution Saving throw or it will take 3d8 necrotic damage, half damage will be taken if the target succeeded, in every turn and actions that the spell inflicted isn't healed roll for 1d8 for extra necrotic or psychic damage.
Diminish. In every time you will be attack by a weapon or spell attack that targets only you you can use your reaction to channel to to one of your summons.
You can use this feature equal to your proficiency bonus and will be reset after a long rest.
Call of the Majesty
Starting at 6th level, Out of anger or pity you can use a sorcery 2-5 points to make someone you killed or defeated to a creature of the shadowfell or their original form that will serve you without question and can be summoned as a bonus action to protect you and follow your orders. The number of creatures that you can control and fit to your arcane focus is the level you are in multiply by 2. If you have component pouch the DM will decide if they will give you a (tome ,lantern, orb, or a locket ) But requirements must be place on doing this features:
1) You are the one who killed or defeated the creature.
2) The creature must not exceed of perishing or in a death's door of 2 hours.
3) There are corresponding number of creature that you can fit on your arsenal:
- Creature a simple such as undead, zombie, ghoul only occupy only one space. And you can transform the killed or defeated creatures by only spending 1 sorcery point or a spell slot. But if you want to retain there fighting capabilities you have to spend 2 sorcery point on that creature
- Creatures that you defeated have magic within them either born with, blessed, learned, or came from an entity. You can transform them as an undead, zombie, ghoul spell casters, and they will occupy 2-3 spaces depending on their magical capabilities and your alignment. You must spend 3 sorcery points or 2 spell slots on turning them. They can only recover half of their spell slot when you take a short or long rest.
- But if your power is good as you think you have, you can spend 4-5 sorcery points on making up 3 defeated creatures and make them one of the stronger creatures that is been feared in the shadowfell such as bodak, catoblepas, ghost. They occupy up to 5 spaces. Talk to your DM on what monsters on shadow did you either read or see in your dreams or nightmares, even the one you have contact in the campaign itself.
Oath to the Monarch
Stating at 14th level you gain the ability to pass through solid walls, swim in the sea without worrying to breath, stop aging and stand great amount of heat. You have the ability to release some of your loyal soldiers, mages, beast that aid you on your journey once they fulfill their promise, duty or achievement to have some space for the new ones. You have the option to let them stay or continue their service if their loyal to you. If you chose to set them free on a good terms they can choose to move on where they can leave and reincarnated in the plane of their choosing. On bad terms or betrayal you are the one who can choose on what plane of existence where they will be suffering and it's up to your deity on what punishment awaits them. You can set free number of creatures depends on your proficiency bonus.
Fulfilling Service
At level 18. You yourself is done repenting on the sins or charges you have to your deity and they will reward you a gift where when you are at about 20 percent of your health and lower, you can use your reaction to summon the following one choice of creatures that will come to your aid and protect you from the one who have ill intentions upon from you. They will be place around 10 to 50 ft. from you.
- 1 Nightwalker
- 1 Shadow Dragon/Dracolich
- 3 Wraiths
- 2 death knight riding a nightmare
Every damage that they inflicted on the target will heals your health equally. It is a 1 minute duration with no concentration required.
Previous Versions
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