Base Class: Sorcerer
Through whatever means, your soul had become open to the magic of the universe. You are able to tap into the ambient magic of the universe and the magic of other individuals and use it to you and your allies' advantage.
Divine Drain
1st-level Subsuming Soul Feature
At 1st level, you have inherited the uncanny ability to drain the divinity from living and non-living things. Your subsuming soul calls to the immortal plane, divine energy bends to your will.
Outside of combat, you may target an object or being within 15ft. that has divine energy and drain it from them. Using this, you can gain insight into the nature of the divine object or being and its past and add 2d6 to your Soul Well.
While in combat, as a reaction to being the target of a divine spell or ability, using Divine Drain causes the target to make a Wisdom saving throw against your spell DC. On a failure, you gain resistance to that attack's type of damage until the end of your next turn and add the number of damage die, in d6s to your Soul Well.
You may use Divine Drain as many times equal to your Charisma modifier (minimum of 1). You regain all expended uses of Divine Drain when you finish a long rest.
Additionally, as a bonus action, you may roll d6s from your Soul Well in an attempt to regain sorcery points. For each 5 or 6 rolled, you regain 1 sorcery point, but for every 1 rolled you take 1d4 necrotic damage.
Life Weaver
1st-level Subsuming Soul Feature
Your control over the forces of life allow you to rip the life force from creatures touched by your magic.
At 1st Level, half of the damage dealt by your spells of 1st level or higher is stored as health in a Life Well. The maximum amount of health you can store in this way is equal to your sorcerer level x 5 which lasts until you finish a long rest. As an action, you can tap into the life force stored in the Life Well and transfer all or part of the health stored to yourself or a visible creature within 30ft of you. You cannot transfer health to undead and constructs in this way.
Two Minds, Many Souls
6th-level Subsuming Soul Feature
At 6th level, you can use your Soul Well as a conduit for spells.
When you cast a spell with a duration of concentration, you may use 6 Sorcery points to have your godly soul maintain concentration. For the duration of that spell, you may cast another concentration spell and maintain the effects of both. Whenever you would roll a concentration check to see whether you keep concentrating on a spell you roll once for each of the spells you are concentrating on.
If you lost concentration to one of those spells, you lose concentration to both.
Additionally, as a reaction, you may add up to your Charisma modifier (minimum of 1) of d6’s in either necrotic or radiant damage to any attack you make. Doing so requires you to take the necrotic damage based on an equal number of d4’s.
Ceaseless Vitality
14th-level Subsuming Soul Feature
The forces contained in your Life Well and Soul Well are enough to sustain yourself and your allies in dire moments.
At 14th Level when a creature other than you is reduced to 0 hit points and you have health stored in your Life Well, instead of falling unconscious and making death saving throws all the health stored in your Life Well is transferred to the creature. For the purposes of spells that have effects when the target is reduced to 0 hitpoints such as Disintegrate, this feature activates before any of those effects which then take place if any of them still apply afterwards.
When you are reduced to 0 hitpoints, a burst of divine energy is released from your body, affecting all creatures within 60 feet of you. Hostile creatures within the radius must succeed on a Charisma saving throw against your sorcerer spell save DC. A target takes radiant or necrotic damage based on the contents of your Soul Well on a failed save, or half as much damage on a successful one.
Once you have used this feature, you can't do so again until you finish a long rest.
Emergence
18th-level Subsuming Soul Feature
Beginning at 18th level, you can weaken the barriers between you and your patron and allow your body to channel part of their true might. You may expend 10 sorcery points in order to become an embodiment of your patron's might. Your form become closer to that of your patron’s for 1 minute and you gain the following traits.
- All the damage dealt by your spells of 1st level or higher which target a single creature is stored in your Life Well.
- Whenever you succeed a saving throw against a magical effect, you may deal damage from your Soul Well up to the number of d6’s of the damage die in the succeeded throw.
- Add your Charisma modifier to your AC and any saving throws against magical effects.
- You can heal creatures using your Life Well as a bonus action instead of an action.
Once you have used this feature, you can't do so again until you finish a long rest.
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