Sorcerer
Base Class: Sorcerer

While others use magic to do paltry things like conjure fire or fly, the Necromancer is a master over death itself. They study the deep and forbidden secrets that raise the dead, controlling minions toward a variety of goals. Perhaps they seek the power that mastery over death provides. Perhaps they are serious and unashamed scholars, who reject the small-minded boundaries held to by others. Each enemy they fell becomes an eager and disposable ally, they become immune to the energies of death and decay, and ultimately harness the immortality and power of undeath for themselves.

 

Necro Sorcery

1st-Level Necro Sorcery Feature

 You learn a unique way of casting based on the cycles of life and the flow of spirit energy, using your own body as a conduit for it's power. Your hit point maximum is reduced by 1 for every level you take in this class, and by 3 for every level you take in another class, representing the toll of weakness taken out on your body. In addition, if all of your levels are sorcerer levels, you may add your charisma modifier to intelligence checks and saves you make in regards to magical effects or magic in general. 

When you take this subclass at level one, you may create a tome of Necromancy, which holds within it necromantic secrets. Every time you learn a spell as a sorcerer via leveling up, you may also add one necromancy spell of the same level to your tome, which can be cast as a sorcerer spell for you. These dont count against the amount of spells you can prepare. If your tome is destroyed, it reappears in 1d4 days with all of your spells intact.

Reanimation

1st-Level Necro Sorcery Feature

You learn the secrets to reanimating powerful dead from within your necromantic tome. Instead of a small army, you focus energy into a single target, empowering it with your own life energy. When you animate your first undead (not of all time), you put a fragment of your soul within it. With this power, it turns into your Soulbound servant, gaining the following benefits:

  • Whenever you lose HP with the Necro Sorcery feature, your soulbound servant gains that much maximum HP times 10
  • It has proficiency with no armor at level 1, light armor at level 5, medium armor at level 10, and heavy armor at level 15
  • It has  proficiency with simple weapons, and can be permanently trained to learn any martial weapon skills
  • Whenever you cast a necromancy spell, it can make one weapon attack

When you raise the undead, it can take on the Zombie or Skeleton stat block. Raising additional undead beyond the first creates spirits instead: when you or your undead minion would hit zero hit points or die, the spirit is consumed, and you instead fall to one hit point. The maximum amount of spirits you can have at one time is equal to your proficiency bonus.

(the servant is considered a "pet" but cannot evolve)

Bone Shield

6th-Level Necro Sorcery Feature

While your Soulbound servant is alive and within 10ft of you, you gain a bonus to your armor class equal to it's constitution modifier. While you are alive and within 10ft of your soulbound servant, it gains a bonus to attack and damage rolls equal to your spell attack modifier. 

If you or your soulbound servant take necrotic damage, that damage is converted into stacks of bone shield instead. When you would take bludgeoning, piercing or slashing damage, your bone shield counters can serve as hit points, to take that damage. Stacks of bone expire outside of initiative. 

 

Life Siphon

6th-Level Necro Sorcery Feature

Whenever you hit a creature with an attack roll from a necromancy spell, you may drain their life essence, expending one of their hit die. You heal for the amount rolled, and they take that amount of necrotic damage. If they fail a saving throw against a necromancy spell, you may instead drain two hit dice in the same way. If they choose to pass a saving throw against your necromancy spell, you may expend three of their hit dice this way.

Your soulbound servant's form can now be a Revenant or an Allip

 

Life Tap

14th-Level Necro Sorcery Feature

You learn to use your own life energy as a resource: as a bonus action, you may expend a hit dice to regain a spell slot equal to or lower than the result rolled. In addition, when you or your servant deal damage, you may expend a hit die from the servant's pool to deal that much additional damage (once per source). Expending a hit die this way from either you or your servant deals damage equal to the amount rolled to you. Any effect that doubles the amount of summons you would have also doubles the maximum amount of Soulbound servants and spirits you may have

Finally, your soulbound spirit grows stronger, and is able to take on the statistics of a Death Knight or Adult Blue Dracolitch

 

 

 

Necronomicon

18th-Level Necro Sorcery Feature

Your tome of necromancy becomes a Necronomicon capable of terrifying feats unmatched by pitiful undead callers around you. Undead who attack you treat you as if you had cast the Sanctuary spell on yourself. You learn a new metamagic: Death Spell. For one sorcery point, you may change the type of a spell you are casting to necromancy, and it's damage type to necrotic, if any. any spells written in your Necronomicon become castable without a spell slot once per day. Finally, the book becomes harder to destroy. Only 50 or more radiant damage dealt within a minute destroys your tome now; as your bound soul reinforces it. It also acts as a Phylactery. While it is intact, your soul is inside the book. Only when it and your body are destroyed does your soul release to effects that would manipulate it. If you attempt to travel to a different plane of existence, your book follows with you, regardless of distance.

Finally, your Soulbound Servant may take on the form of a Royal Rune Shade. 

 

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