Sorcerer
Base Class: Sorcerer
if the children they find show any signs of latent power from their heritage they are taken away from the rest and subjected to mutations that give them complete control over their bodies, with some this causes them to tear themselves apart within hours of waking but the survivors of the first day often become the most formidable members of the order.

 

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

Hungering Feast

At 1st level, you gain the ability to consume the essence of life from those around you in a controlled manner. Whenever you deal necrotic damage to a creature within 30 ft of you, heal for half the amount of damage dealt. The creature is then marked for 1 minute that can be extended at the cost of 1 sorcery point for every minute beyond the first (the second minute costs 1, the third costs 2, so on so forth) and as an action you can spend 2 sorcery points to deal 3d4 + Charisma in necrotic damage to this target so long as you know their location. the damage dice Increases to a d6 at level 10 then a d8 at level 14.
 
Alternatively, a willing creature within range can be targeted to heal for the same amount however this version requires concentration

Bahith Training

as part of your training in the order of bahith you start with proficiency in medicine and survival, when survival is used to look for or follow signs of human presence the proficiency bonus is doubled.

alongside this the following spells are added to your spell list at the appropriate levels and do not count against spells known:

spare the dying
false life
inflict wounds
life transferance
contagion
raise dead
blindness/deafness
feign death
harm
ray of sickness
ray of enfeeblement
 Circle of leeching

Unfaultering Siphon

starting at 6th level, when 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 before needing to take a 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.

the number of times that you can use this feature between long rests is equal to your constitution modifier.

Sanguine Replenishment

at the start of your turn in combat you regain 10 points so long as you have been damaged by an enemy within the last round.

alongside this you gain the following benefits

You are resistant to poison damage,  have advantage on saves against the poisoned condition and you are now immune to disease.

You no longer need to eat, drink, or breathe.

You no longer need to sleep

the effects of exhaustion are halved and levels of exhaustion are now removed on a short rest

you can now live up to 1000 years

Previous Versions

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8/9/2019 2:01:11 PM
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