Base Class: Sorcerer
You are a creature who thrives on the edge of Life and Death. Your power could come from a curse from a Lich many generations ago that slept dormant until your birth or someone in your ancestry had delved into the search of immortality and though they might have perished your story of prolong life has begun.
Other folks, especially Clerics and Paladins, might find your unique ability to be a invasive on the natural order of things. It is likely that the first instance you fell in combat or other instances only to get back up shocked not only those around but yourself as well. Are you any different from the zombies and ghouls that you've fought or heard stories of? Investigation into what you are might be limited due to the rarity of creatures such as yourself or an lack of desire to make it known to history.
Being someone who thrives after taking nasty hit from an attack or spell. It's possible your body has its fair share of broken bones, bruises, and/or scars. Pain likely has become quite natural throughout your years should you be on the older side. Or, as you will soon to get to know, is a companion that will haunt you throughout your life. It's wise to befriend a healer.
Near the Grave
Beginning at level 1, while at or below 10 hit points, any spells you cast at 1st level or higher that does damage will add an additional amount of damage equal to your Charisma modifier.
This additional damage is not added should someone succeed a check against the spell. (Fireball for example)
Additionally you gain a cantrip called Grave Bolt which can be cast as an action. This spell gains features at later levels under certain circumstances.
Edge of Life and Death
Beginning at level 6, you gain resistance to Necrotic damage.
Additionally when you are making death saving throws you may still act on your turn as usual and do not fall prone as you would normally if brought below zero hit points. While making death saving throws the following now applies:
- You are considered under the effects of Edge of Life and Death.
- You require 4 failed death saving throws to die and you still make death saving throws at the start of your turn. If you are above 0 hit points while making death saving throws any damage you receive does not auto fail a death saving throw unless it brings you below 0 hit points. Any healing you receive cannot stabilize you while in combat. This amount increases at 14th level.
- Any instance of failing a death saving throw only counts as one check.
- Grave Bolt damage dice becomes a d10 and heals you equal to your CHA mod when it hits a target if you used it with metamagic. Any undead hit with this spell negates the healing. Any other source of healing besides Grave Bolt heals you for a total equal to your CHA mod unless it would heal less.
- Your total HP is reduced by half after you stabilize.
Ghastly Presence
Beginning at 14th level, your Grave Bolt can now heal you while you aren't under the effect of Edge of Life and Death. It still must be done by casting it with metamagic.
Additionally you may choose to start making death saving throws if your HP is half or less of your total and while under the effect of Edge of Life and Death the following now applies:
- You require 5 failed death saving throws to die.
- If you have been under the effect of Edge of Life and Death at least once this day you may regain all spell slots during the short rest. You cannot regain spell slots this way again until after a long rest.
- Should you stabilize you regain sorcery points equal to your charisma modifier.
- A target hit by Grave Bolt must succeed a Wisdom saving throw or are forced to spend half their movement getting further away from you at the beginning of their turn. This movement does not trigger attack of opportunities.
The Companion of Death
Beginning at 18th level any healing spell cast of 5th level or higher on you while you are dead will revive you if cast within an hour of your death. Furthermore while under the effect of Edge of Life and Death the following now applies:
- You are immune to necrotic damage.
- Hitting a target with Grave Bolt heals you regardless of whether you cast it with metamagic.
- You may as a reaction spend 6 sorcery points to allow any target within 60 of you that just reached zero hit points to have advantage on death saving throws until they stabilize or die.
- Should you stabilize you do so without your hit points being halved.
Previous Versions
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7/21/2024 11:53:49 AM
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1.0
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Coming Soon
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