Base Class: Sorcerer
Remanent Vestige
The profane art of becoming a Lich dives into obsession, derangement, and even the macabre. At the prize of immortality, a Lich requires sacrifice of mortal life, as it hungers within the phylactery. Sorcerers of this origin have survived this ritual, escaping the grasp of the undead abominations but their souls have touched that of the Lich. A fragment of the Animus now lives within the soul of these Sorcerers, granting them magic but tying them to those profane arts. Some question if they are in control, if they are really themselves after surviving the ritual. Some believe that the Lich still remains within them, slowly taking control. Whatever the case may be, these Sorcerers are feared and avoided, being closer to the undead than the living.
Inherent Scribe
1st-level Remanent Vestige feature
You have absorbed a part of the animus of a Lich, acquiring some of it’s knowledge and arcane ability. At 1st Level, you are able to learn two 1st level spells from scrolls are inscribe them on your soul. The cost to learn these follow the regular requirements, but do not count against your known spells and are always prepared. You are only able to learn spells at the level of the Spell Slot Level you have.
At 3rd, 5th, 7th, and 9th level you are able to inscribe two additional spells (up to 5th Level Spells).
Arcanorum Memento
1st-level Remanent Vestige feature
Your connection to the animus of the Lich has granted you knowledge. You have the ability to understand and identify spells, magic, and all things arcane You are also able to speak and read in a language you don’t know and a language you may have never heard. You gain proficiency in Arcana, and learn one additional language and one rare language.
Animus Recall
At 1st Level, you may search your mind and soul for information inherited from the Animus within you. When you see or touch an object, effect or creature of a magical or extraplanar property, you may search your tethered soul to gleam information housed within you. The information you can gleam is limited and is up to the DM but can include the following:
- Magical properties of an item or weapon you can see or touch
- Lore concerning a creature, object or entity from symbols, icons, or depictions
- Legends or myths surrounding a location you are currently, including other planes
- Knowledge of power and weaknesses from non-humanoid creatures in your view
- Effects or information regarding arcane arts from books, runes, or effects you can see or touch
This feature can be used a number of times equal to your proficiency bonus and recharges after a long rest.
Inherent Scribe
You learn two additional spells from scrolls of 2nd Spell Level or lower. Learning these spells requires the gold cost, but do not count against your known spells and are always prepared.
Inherent Scribe
You learn two additional spells from scrolls of 3rd Spell Level or lower. Learning these spells requires the gold cost, but do not count against your known spells and are always prepared.
Metamagic - Pilfer Anima
6th-level Remanent Vestige feature
When you cast a spell, you may expend 3 sorcery points to sap the life force that is expended from a target and heal yourself for half the total damage. This feature can only be added to spells that target another creature directly and only one creature may have their life force stolen. This effect stacks with any other healing effects from or as a bonus of the spell casted. This Metamagic does not count against your total number of Metamagic features.
Inherent Scribe
You learn two additional spells from scrolls of 4th Spell Level or lower. Learning these spells requires the gold cost, but do not count against your known spells and are always prepared.
Inherent Scribe
You learn two additional spells from scrolls of 5th Spell Level or lower. Learning these spells requires the gold cost, but do not count against your known spells and are always prepared.
Relinquished Flesh
14th-level Remanent Vestige feature
Your being becomes more undead. You no longer required to eat or sleep. You gain resistance to necrotic and poison damage and are immuned to disease and poisons. However, you are vulnerable to radiant damage. You also gain the ability to cast the spell create undead.
Undead Minion
You learn the spell create undead. You may cast it with Sorcery Points equal to the level cast. If you cast in this manner, you may also expend a Sorcery Point for each undead to maintain the spell after 24 hours. You can not cast this spell at a higher level than your Spell Slot Level.
Undead Nature
You no longer need to eat or drink. You gain resistance to Necrotic damage and immunity to poison and disease. You are vulnerable to radiant damage.
Anima Libertas
18th-level Remanent Vestige feature
Your knowledge from you Animus has granted you the ability to perform the profane art of immortality, partially. You are able to attach your soul to a phylactery, allowing you to resurrect your body upon death. While in this state, you are also able to call upon the recently vengeful deceased. You are able to trap a vengeful spirit on to this plane under your command.
Ligare Anima
You have remembered the profane art of binging your soul to a phylactery. With 10 Sorcery Points bind you soul to a nonmagical container. Your body contains your will and mind for 1 month before it withers and dies. It also may not recover any hit points while your soul is separated. Your body continues to function as normal.
Your phylactery maybe any size or shape but must be a container that can close. After taking in your soul, the object becomes a magical item. It cannot be destroyed by physical means and only a 9th Level dispel magic.
After your body dies, roll a d6. Have that many days have passed your phylactery breaks open and your body is reformed with your soul attached.
After revived, you can not use this ability for a number of 1 week.
Vindictam Mandatum
At 18th Level, while under the effects of Ligare Anima, you are able to create a Wraith from a recently deceased. At the cost of 10 sorcery points, a Wraith will arise from the corpse that died violently. This wraith is under your command for the next 24 hours, at which point it vanishes to the next plane. This time period can not be extended or canceled by any means. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
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