Base Class: Sorcerer
"Your life was forever altered when you survived an encounter with a creature of the undead, an abomination radiating with potent necrotic energy. The dark power of death itself coursed through your veins, and instead of claiming your life, it stirred something dormant within you. This encounter did more than leave scars; it unlocked a hidden potential in your blood, one that had remained dormant, waiting for the right catalyst. The necrotic energy that sought to end you instead became the key to a new source of power, opening natural channels to the arcane weave. Now, this dark energy fuels your magic, a constant reminder of the fragile line between life and death that you walk with every spell you cast.".
Necrotic Spells
| Character Level | Spell Level | Additional Spells |
|---|---|---|
| 1st | Cantrip | Toll the Dead, Spare the Dying |
| 1st | 1st | False Life, Inflict Wounds |
| 3rd | 2nd | Gentle Repose, Ray of Enfeeblement |
| 5th | 3rd | Bestow Curse, Animate Dead |
| 7th | 4th | Blight, Shadow of Moil |
| 9th | 5th | Contagion, Raise Dead |
Draining Touch
Starting at 1st level, you can use your action to make a melee spell attack by spending 1 sorcery point. On a hit, the target becomes drained for 1 minute. While drained, the target suffers a penalty to all attack rolls and ability checks equal to your proficiency bonus. This penalty does not stack with subsequent uses of this feature on the same creature. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Necrotic Reprisal
Starting at 6th level, when you are damaged by a creature, you can use your reaction to unleash the necrotic energy within you. Choose a spell from your Necrotic Spells feature and expend a number of sorcery points equal to its level. If you do so, you immediately cast the spell, requiring no verbal or somatic components, and no material components unless they are consumed by the spell. The spell must target the creature that harmed you, channeling your necrotic power directly against your assailant. You can use this feature a number of times per long rest equal to your proficiency bonus.
Necrotic Resilience
Starting at 14th level, your connection to necrotic energy deepens, granting you resistance to necrotic damage. Additionally, whenever you successfully cast a spell from your Necrotic Spells feature that affects a creature, you gain temporary hit points equal to 1d4 per level of the spell cast. Cantrips provide 1d4 temporary hit points. If you gain new temporary hit points while you already have some, you can choose to keep the higher amount, or replace the old temporary hit points with the new ones.
Undying Ascension
At 18th level, your mastery over necrotic energy allows you to transcend mortality, becoming something beyond life and death.
You no longer need to eat, drink, breathe, or sleep, and you are immune to necrotic damage, poison damage, and disease.Your type changes to undead, and you have advantage on saving throws against effects that would turn undead. However, you are vulnerable to radiant damage and cannot be healed by normal healing spells or effects. Instead, whenever you take necrotic damage, you can choose to regain hit points equal to half the damage dealt by the necrotic effect (rounded down).
Additionally, the temporary hit points you gain from casting necrotic spells now first restore your hit points up to your maximum health before granting any remaining temporary hit points.
If you are reduced to 0 hit points, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
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