Base Class: Sorcerer
The Order of the Seeker are an order of demon worshippers with one goal of serving their master in life and death. To this end they have created an unorthodox if not completely unethical fighting style involving all forms of normally forbidden magics. The Tortured Soul is one of these, a sorcerer by nature tormented until their magical essence serves them through their own blood and the blood of others. There are many features to this subclass.
Bastard Blood of The Seeker
With absolute control over your body it becomes incredibly durable.
At 1st level, your hit point maximum then increase by 2 and increases by 2 again whenever you gain a level in this class.
this newfound durability makes you strong enough to completely forgo armour in favour of your body's natural defences. when not wearing armour your AC = 10+DEX+CON
Acolyte of the Bahith
Because of both the ability to use blood and the magic available from this method, the following spells have been added to your spell book and you become proficient in Medicine, and Survival, with double proficiency on hunting humanoids for Survival checks. Note these spells do not count towards spells known but are automatically known:
- Spare the Dying
- False Life
- Inflict Wounds
- Life Transference
- Contagion
- Raise Dead
- Blindness/Deafness
- Feign Death
- Harm
- Ray of Sickness
- Ray of Enfeeblement
- Circle of Leeching
Hungering Feast
Unfaltering Siphon
Starting at 6th level, while casting any spell that deals necrotic damage you can expend 2 sorcery points as part of the casting of the spell to lower the targets immunity to resistance or completely remove resistance to necrotic damage. This feature can only be used a number of times equal to your constitution modifier per long rest.
Sacrificial Essence
Starting at 14th level, you can spend hit points but not temporary hit points instead of sorcery points to fuel your Metamagic options. For each sorcery point required to use a Metamagic option, you must spend 4 hit points. This does include other features and abilities that use sorcery points.
The number of times that you can use this feature between long rests is equal to your constitution modifier.
Sanguine Replenishiment
At the start of every turn, you gain hp equal to your con modifier and a quarter of your level (so 5+4) if any spells were cast last turn that healed allies. You also become immune to disease and resistant to poison effects, dont require food, and now age very slowly. Exhaustion levels are now removed on a short rest and take twice as much to come into effect.
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