Base Class: Sorcerer
Whether through birth, or the adventurous path you have walked, you find yourself with the power of Orcus coursing through your veins. The power of undeath.
Grasp of Orcus
Starting at 1st level, your touch drains life from your enemies and heals you. As an action, you can make a melee or ranged spell attack against a living creature, using your spell attack bonus, dealing necrotic damage equal to 1d6 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you double the temporary hit points gained from using this feature. This feature's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.
Minions of Orcus
Wielding the power of Orcus, you are able to summon from the vast forces of the undead. You must pick either a zombie or a ghost, and then determine the amount of sorcery points to spend, which will result in summoning one of the following into any spot within 60ft.
|
Zombie Type |
Ghost Type |
Sorcery Point Cost |
|
Skeleton |
Phantom of Plague |
1 |
|
Ghoul |
Phantom of Flame |
2 |
|
Ghast |
Phantom of War |
3 |
|
Minotaur Skeleton |
Phantom of Wasting |
4 |
All Phantoms effect targets within a 20ft radius.
Phantom of Plague - A plague cart, filled with the deceased, from a plague you hope never to see the likes of again. The phantasmal stench and aura of dread lasts for 1 turn, and is enough to give anyone in the area disadvantage on their next attack/action.
Phantom of Flame - The spectral vision of a tormented soul, trapped in their last moments of a fiery death. Anyone in the area on summoning, or who ends their turn in the area takes 2d6 Fire Damage
Phantom of War - A standard bearer, for an army lost to the passage of time, resolute in fervor despite the mortal wounds befallen them. Anyone who you deem an ally, when taking an action that calls for a check (an attack, grapple, etc.) gains +2 to their roll when in 20ft
Phantom of Wasting - The sickly malaise of a deathbed, anyone in 20ft of the ghost when it is summoned must make a constitution save vs your DC, or lose their next turn and take two levels of exhaustion.
Undead Versatility
At 6th level, you gain resistance to necrotic damage. In addition, you can utilise touch/melee attacks as a ranged spell attack by detaching and throwing a limb (this will need to be found and re-attached later).
Health of the Beyond
At 14th level you gain the ability Health of the Beyond, this triggers at a point you take damage that would reduce you to zero hit points. Instead of falling to zero hit points, as a reaction your hit point total now equals the total damage of the triggering attack, in addition, you can move up to 30ft from where you would have fallen, and this movement doesn't trigger any opportunity attacks.
Greater Undead Form
Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a greater undead form. In this form, you have resistance to all damage except fire and radiant damage, and each attack or spell regains half the damage done back to you as healing.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
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