Base Class: Sorcerer
Your soul is that of a revenant, one who has returned - one who is condemned. Harnessing the essence of your fellow phantoms and warriors alike, mystify and obliterate your foes. As you walk through the battlefield you serve last rites for the souls left on fire, without a plea for mercy. Your soul is like that of a phantom and it serves to enhances your vampiric qualities.
Hard requirement: Dhampir
Refusal to Suffer
Starting at 1st level, you have seen many suffering as souls and refuse to be as they are. You call upon these wondering souls to create a burst around you when you get struck.
Whenever you are hit, you may use your reaction to create a shockwave that forces a constitution roll against your spell save dc in a radius of 30 feet against your enemies within range. On a failed save, those within range take {{proficiency}}d10 force damage and are knocked prone. On a successful save, they take half as much damage and do not fall prone.
Enthrall
Starting at 1st level, your existence as a vampire enhances your ability to subjugate the mentally weak. When you strike an enemy you can force them to perform a wisdom save against your spell save dc, if it fails they are enthralled to fight for you. Furthermore anyone they strike must make the same wisdom save up to your {{proficiency}}. You cannot have more enthralled minions than your proficiency.
When enthralled, the target generates a phantasmal mask over their face making it obvious to all that they are under your control.
Mesmerize
At 6th level, you gain the ability to form wandering souls and phantoms into an ethereal armor.
As a bonus action, you can spend 3 sorcery points to form a magical barrier around you that protects you from all damage for a set number of strikes equal to your proficiency. Whenever struck, one of these barriers is used up as a charge and causes a wisdom save against your enemy. If the enemy fails this wisdom save, they are put to sleep until the end of your next turn. If they succeed the wisdom save, they simply target another creature. This interrupts multi-attacks.
Reap the Wheat
At 14th level, you gain the ability to step through the ethereal plain, passing through the souls of your enemies and stealing life from them.
Using your dash action you can pass through other creatures for 30 feet and tear away health away from them for yourself. This heals you for either a tenth of the enemies health, or half if they are an enthralled enemy. All non-enthralled enemies must make a wisdom saving roll, if they fail this roll they are blinded for 1 turn.
Dance the dance of death
Starting at 18th level, you can spend 6 sorcery points as a bonus action to channel ethereal energies of the spirits around you in a radius of 120 feet dealing 6d20 force damage to all enemies every turn you concentrate. As you concentrate, you can still use your dash to Reap but you cannot use your other class abilities or spells. Every turn you must use another sorcery point to maintain the energies channeling through you.
Comments