Base Class: Sorcerer
Known as a ‘Bonesinger’ for your use of skeletal remains in your spells, you are highly attuned to necromantic energy. This may be because you got caught in a necrostorm, you grew up in the vicinity of a site of strong necromantic energy, or you were exposed to a blast of powerful necromantic from one of its many practitioners in the Shrouded Lands.
You can use the skeletal remains of a creature as an arcane focus. Consider its appearance & design: it might be a necklace of small bone pieces you wear around your neck, or a long piece of bone carved with arcane runes & sigils that you hold in your hand like a staff.
Feel free to work with your DM to create an appropriate arcane focus for your character.
FROM LIFE, COMES DEATH, FROM DEATH, LIFE
The necromantic energy in your body allows you to sap the life force of others. If you are hurt, you can also focus some of this energy towards healing yourself.
Starting from 1st level, you know the Chill Touch Cantrip. It does not count towards the number of cantrips you know.
If you kill a creature with a Necromancy cantrip, you can regain Hit Points equal to half the damage dealt plus your CON modifier (for a minimum of 1). When you reach 10th level, the Hit Points regained is equal to the full damage dealt plus your CON modifier (for a minimum of 1). You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
GRAVELY ATTUNED
Starting from 1 level, you learn additional spells when you reach certain levels in this class. These spells are listed in the Bonesinger spell list below.
Each of these spells counts as a sorcerer spell for you, but it doesn’t count towards the total number of spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. This new spell must be a necromancy spell from the Cleric, Warlock, or Wizard spell list.
SHELL OF BONES
You have become more attuned with the necromantic energy coursing through your body and have learned to call upon the bones of the dead to protect you from harm.
At 6th level you can spend 3 sorcery points to Construct a Shell of Bones from remains you have gathered on your travels. This Shell of Bones grants you an AC of 13+ your CON modifier if you are not wearing any armour and lasts for 8 hours.
Your Shell of Bones does not inhibit your movement or spell casting ability. It cannot be used as an arcane focus.
While wearing the Shell of Bones you gain resistance to necrotic damage, as well as piercing and slashing damage from non-magical sources.
At 14th level you can sleep in your Shell of Bones and not experience exhaustion.
At 18th level while wearing the Shell of Bones you are immune to necrotic damage and have advantage on saving throws against necromancy spells.
MARROWHEART
At 14th level you gain resistance to poison damage, and advantage on saving throws to avoid being poisoned.
Your improved mastery also allows you to cause your Shell of Bones to erupt away from your body, damaging anything in your vicinity.
As a reaction or a bonus action, you can temporarily expel your Shell of Bones. All creatures within a 10 feet radius take 4d12 magical Piercing damage plus your CON modifier Necrotic damage. They must then make a Dexterity or Strength save (their choice) against your spell save DC. Any creature that fails this save is knocked prone.
Using this bonus action removes the AC bonus from your Shell of Bones until it has reformed after you have taken a short rest. If you kill a creature with this feature your Shell of Bones immediately reforms, as you draw upon the life force of the slain to rebuild your armour.
BEYOND LIFE, BEYOND UNDEATH
You have gained mastery over life and death and can bend their energies to your will. At 18th level, you gain the following benefits.
Whenever you cast a Necromancy cantrip you can add Necrotic damage equal to your CON modifier to the damage roll.
Your link to the forces and energies of necromancy saps the life and will of those you target. If a target of one of your necromancy spells that requires a saving throw fails the save they suffer an additional 1d4 penalty on their saves for the next minute. If the target succeeds at the save, they suffer a -1 penalty on their saving throws for the next minute.
This effect does not stack, if you hit the same target again while this effect is active with a spell from the school of necromancy and roll a higher result, use this result. Otherwise, extend the effect by one round.
Comments