Base Class: Sorcerer
Your innate sorcery come from the fact that this is your second life, whatever make you alive again also give you abilities, your origin always connect to necromancy in some way.
Level 3: Familiar with Death
At 3rd level you can add your charisma modifier to your death saving throw.
Dreadful Way
Also at 3rd when you roll a successful intimidation check, you have advantage at attacking the intimidated creature.
Life Cutting Expert
At 6th level you can take your Sorcerer hit die +half the damage you dealt on that return to reduce the creature hit point maximum.
Globe of Futility
At 14th level as an action you can spend 5 sorcerer points to make a 60ft radius globe, all damage dealt by ally and yourself inside the globe have d6 of necrotic damage against all creature inside the globe, and you can pick creature up to half your sorcerer level rounded down, they have to make a Charisma saving throw or be knock prone, when the creature try to stand back up they must do another Charisma save, if the creature fail the saving throw they lose 10ft of their movement, this globe last for 1 minute.
Mortality Epiphany
At 18th level if your damaged (healing from spell, short rest or multiclassing ability even if not fully healing you make this ability useless) , you now have advantage on all saving throw and can just critically succeed death saving throw a number of times equal to your Charisma modifier.
Previous Versions
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