Sorcerer
Base Class: Sorcerer

Your magic comes from a natural connection with death.  In your youth, you could see the fading spirits of loved ones when they passed on. Eventually you learned to commune with those restless dead who had something to say. After time, your connection grew enough you could manipulate hostile spirits to aid you as well as empower your own spells. 

Sixth Sense

Starting at 1st level, you have sight granted by the unnatural powers of unlife, you can determine the condition of creatures near death within a 30ft range in the direction your facing. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 5 or fewer hit points left), fighting off death (alive with 5 or more hit points). This vision pierces through most materials except for lead or similar materials that repel scrying. 

If you spend 1 Sorcery Point, you can increase the range to 60 ft and you can detect the presence of corporeal undead. Undead that are incorporeal show a faint hazy aura that can be perceived with a perception check. This version of sixth sense lasts for one minute. 

Life from Death

At 1st level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Entreating Death

At 6th level, you gain the ability to sway incorporeal undead to your service, or bind them to you if they refuse your request. If you speak celestial or infernal, you can attempt a persuasion check to make an incorporeal ally out of a shadow, specter, ghost or a wraith that is within 30ft of you. If you know the creature’s true name, you can make the persuasion check with advantage. On a failure, as a bonus action, you can spend a number of sorcery points equal to the creature’s challenge rating to magically bind them to you.

Once bound, the undead in question follows the rules of the animate dead spell.

Spirit Walk

At 14t level, you can put yourself into a trance, after which you go unconscious and leave your body, stepping into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You can remain on the Border Ethereal for up to 8hrs. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. 

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You can be perceived in reflective surfaces such as mirrors or water with a successful perception check. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

If you do not return to your body before the 8hr period, you will begin to make death saves for your body. If you succeed, your body is in stable condition but you can’t return until it completes a long rest. On failure, your body is considered dead and you cannot return until it is healed with the proper spells or magical effects. 

Once you traverse the ethereal, you can’t do so again until you finish a short or long rest. 

Calling the Styx

Starting at 18th level, you can spend 8 sorcery points as an action to open a brief portal to channel the flow of the river styx.

You manifest a small gate to the river of the dead, manifesting in a whispy line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 10d8+20 necrotic damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 10d8 necrotic damage. If a creature is reduced to 25 hit points or less by this flood of death, they die immediately as their souls are swept away. 

Constructs and Undead are immune to this damage. 

After you use this feature, you must finish a long rest before you can use it again.

 

 

Death-Touched Image

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