Sorcerer
Base Class: Sorcerer

Gravewyrm Sorcerers are not merely heirs to draconic blood—they are echoes of dragons that have already died. Somewhere in their soul coils the memory of a great wyrm’s final breath, its bones scattered, its will unbroken. Through dark rites, forbidden bargains, or a destiny written in ash and grave-dust, these sorcerers awaken the path of the dracolich, allowing their magic to rot, ossify, and rise again in terrible majesty.

Draconic Vigor

Add a permanent 3d6 to your hit points, and 1d6 to your Hit points per level (starting at 4th level). This change applies retroactively for all your Sorcerer levels.

You cannot gain bonuses to your Armor Class from armor, shields, or features that increase AC. If an effect would increase your AC, it has no effect on you.

You may still benefit from cover, and effects that impose disadvantage on attacks against you function normally.

 

Necrotic Renewal

You harbor a reservoir of necrotic energy equal to your sorcerer level x D12. This reservoir of negative energy can be used to heal yourself or another non-good creature. However once used, can not be recovered until a long rest is taken.

Rite of Scales

At 14th level, gain pair of permanent undead dragon wings that sprout from your back, granting you flight equal to your walking speed. 

Ascension Beyond Death

During a long rest, you may create a Tiny or Small reliquary, often depicted as a gem. The reliquary must remain within 5 miles of you to function.

You may have only one reliquary at a time. Creating a new one immediately destroys the previous. When you are reduced to 0 hit points but not killed outright, you may choose to let your body perish instead of making death saving throws.

 ______If you do:

- Your body becomes inert, crumbling into ash, bone, or arcane residue

- After 1d10 hours, you reform in an unoccupied space adjacent to your reliquary

______You reform with: 

- 1 hit point

- No equipment, as all equipment remains where your original body fell