Base Class: Sorcerer
Your innate magic comes from remnants of the Negative Plane. You might have had a run-in with a powerful undead or have been exposed to the Negative Plane in its raw form. Whatever the case, the magic of the Negative Plane flows through you. Death Colossus are rare even among Sorcerers due to the fact that the energy of the Negative Plane is usually fatal to any mortal. Death Colossus are both shunned and feared for their unnatural traits. Nonetheless, Death Colossus are powerful allies and fearsome enemies.
Negative Affinity
Starting at 1st level, you gain resistance to necrotic damage. When you reach 3rd level in this class, you gain the ability to draw out information energy from the Negative Plane. As an action, you can spend 2 sorcery points to gain 2d4 temporary hit points. These temporary hit points can be stacked. When you take a short or long rest any that remain are lost.
Titanic Remains
Starting at 1st level, the negative energy that resides within you has begun to take form. As a bonus action, you can form the rib cage and an arm of a humanoid skeleton composed of necrotic energy. While in this form you gain the following benefits:
- The skeletal features take up a 10-foot cube centered around you. Any creatures in this area are pushed away to the nearest space.
- The skeletal rib cage around you provides half cover. The rib cage and arm have AC equal to 8 + your Charisma modifier and hit points equal to you 10 times your Sorcerer level. If the rib cage is reduced to 0 hit points, Titanic Remains immediately ends. If within the area of an AOE attack and you fail the saving throw, the damage against you is halved and the rib cage takes full damage. Attacks originating from inside ignore the cover.
- The arm increases your reach by 10 feet and can lift up to 400 pounds. As an action, you can make a melee attack which you are proficient in. Use your Charisma modifier for the attack. The attack deals 1d8 bludgeoning damage and if it is a creature of size Large or smaller the creature must make a Strength saving throw against your Spell Save DC or become restrained by the arm. A creature may repeat the saving throw at the end of its turn. Once a creature has been restrained the arm cannot be used to make any actions.
The form lasts for 1 minute and you can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Dread Flesh
Starting at 6th level, the skeletal form has begun to become more organic in appearance. When you use the Titanic Remains feature you can spend 4 sorcery points to fully form the upper body of a skinless humanoid made of necrotic energy.
In addition to the traits granted from Titanic Remains you also gain the following benefits:
- The torso takes up a 15-foot cube centered around you. Any hostile creatures in this area are pushed away to the nearest space. The body provides three-quarters cover to those within.
- This form has 2 arms each capable of restraining. When you use this trait you can spend 2 additional sorcery points and you manifest an additional two arms (maximum of 4 arms). The bonus to reach increases to 15 feet.
- As a bonus action, you can conjure one of the following weapons to one of the arms; these weapons can only be used by the arms your form:
- Blade: You conjure an ethereal blade in which you are proficient in and use Charisma for attack and damage rolls. The weapon deals 1d10 force damage.
- Bow: You conjure an ethereal bow in which you are proficient in and use Charisma for attack and damage rolls. The weapon has a range of 200/800 and has the ammunition and loading property. The weapon deals 2d6 force damage, as a bonus action, you can infuse the power of a spell into the projectile by casting a damaging spell of 1st level or higher into the projectile which deals 1d4 times the spell’s level of the damage the spell deals.
- Shield: You conjure a shield that you are proficient with to one of the arms to provide a +3 bonus to Titanic Remains AC.
Immediately after Titanic Remain ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Armored Flesh
At 14th level, the body of the humanoid gains the ability to don armor. When using your Dread Flesh feature you can spend an additional 4 sorcery points to enter an armored form which grants the following benefits in addition:
- The torso takes up a 15-foot cube centered around you. Any hostile creatures in this area are pushed away to the nearest space. The body provides full cover and cannot be affected by AOE spells cast from outside to those within. The armor uses the Titanic Remains AC + your level in sorcerer divided by two (rounded down).
- You can choose to conjure a number of weapons equal to the number of current arms formed from those listed in the previous list.
Perfect Body
Beginning at 18th level, you are able to manifest the entirety of the humanoid. When using your Armored Flesh feature you can spend an additional 5 sorcery points to enter a fully armored form which grants the following benefits in addition:
- You manifest a Gargantuan humanoid with wings that has a speed of 50 feet and a fly speed of 90 feet. The wings act as two additional arms (doesn’t count against Dread Flesh arms). Any creatures within the Dread flesh cover become suspended in the humanoid.
- When you take the attack action with any Dread flesh weapons you can make three additional attacks with Dread Flesh weapons.