Base Class: Sorcerer
In your past you have encountered a fatal encounter but Death smiled upon you and offered you a partnership. You are the prodigy of Death, Champion of its will, you do not know why Death chooses to pick champions you feel like something terrible will happen to you when you finally join it, in exchange Death saved you from your encounter and granted you part of its might. In your life you will live to become impersonation of death, your aim is to stop undeath at all cost even if it means using lesser undeath to defeat higher ones. Because of your connection to death its hard for you to die but because death is your deity you will likely feel alone on your journeys because of that Chapions usually hide their beliefs and motives or even act like they fallow some other deity.
Only one Champion of Death exist at any given time, not that you know this.
Influence of Death
When you choose this bloodline you gain the favor of Death. With your connection to Death you gain the ability to gain an insight on recently died creatures, by spending 1 minute long ritual you can learn 1 minor information about the deceased like how it died, who killed it, why was it killed, or you can ask similar question to be answered by DMs discretion, answer comes to you not by words of the deceased but part of your agreement. You can use this ability once per corpse.
You learn the "Spare the Dying" cantrip and also gain access to the following spells. They are sorcerer spells for you and they do not count towards your spells known.
- 1st level: Armor of Agathyst, Cause Fear
- 2nd level: Gentle Repose, Ray of Enfeeblement
- 3rd level: Bestow Curse, Vampiric Touch
- 4th level: Aura of Life, Death Ward
- 5th level: Antilife Shell, Hallow
- 6th level: Guards and Wards, Harm
- 7th level: Divine Word, Symbol
- 8th level: Demiplane, Mighty Fortress
- 9th level: Foresight, Weird
Fallower of Death
Also at 1st level, If you drop to below 0 hp but do not die outright, you can choose to drop to 1 hp instead once per long rest.
Additionally you gain Proficiency in Light Armor, Shields and Shortswords, you also learn Celestial
Also when you reach level 10 in this class you acquire an additional death saving failure (making it 4 failure to die) and gain additional proficiencies in Medium Armor and Longswords.
Practitioner of Death
At 6th level necrotic damage you deal ignores resistance and reduces immunity to resistance and when you roll necrotic damage you may treat any 1 on a damage die as a 2.
Additionally, when hit by necrotic damage you can as a reaction spend 1 sorcery point to gain resistance against necrotic damage until the start of your next turn, if you already have resistance from any source it becomes immunity for the duration.
Undying Champion of Death
At 14th level, If you fail a death saving throw you can choose to succeed instead by spending 4 sorcecry points.
Additionally your body stops aging and you can no longer be "incapacitated" by any means unless you drop to 0 hit points.
Avatar of Death
At 18th level, On your turn, as an action you can assume the form of Death by spending 5 sorcerer points to undergo a transformation, you can choose your appearence and it can be size larger than your normal size, as part of your transformation a magical weapon (Deathly Weapon) appears on your hand. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain hit points equal to (10)1d8 + your CHA modifier.
- Whenever you cast a Sorcerer spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- As an action you you can strike your enemies with your Deathly Weapon.
- Enemy creatures within 10 feet of you have to make WIS saving throw against your spell save dc, on failure they have disadvantage on saving throws against your Sorcerer spells, they can make saving throws at the end of their turns to end the effect on success.
- You can add your CHA modifier to any necrotic damage you deal.
When the transformation ends you disappear from material plane with everything you were carying along with you for hours equal to number of spell slots you spend casting spells. While disappeared you are acting as carrier of dead souls to afterlife, you take on the mantle of Death itself to become its Avatar.
- During your time as the Avatar, you carry 2 soul per hour. Each soul effects your soul a bit, your Avatar form has hit points to your CHA modifier multiplied by your sorcerer level and each soul damages your Avatar form for 1 damage.
- If you survive, your Avatar form heals 5 points for every hour spend as resting, you gain 1 point of exhaustion for every 24 hours spend as the Avatar, this exhaustion cannot be cured by any way other than resting.
- If your Avatar dies you become part of the Death itself and never return to material plane, you can not be resurrected by any means other than "Divine Intervention" cast to interact with Death itself. Resurrection takes the form of a "bargain with the Death" and bargaining takes 4 hour for every 5 hp your Avatar Re-Acquires, you cannot acquire more than what your previous max hp was, ritual can be broken in to several sessions to complete and it can also be cut short ending the ritual without acquiring all your max hp. Your new avatar form has the max hp equal to amounts acquired from the intervention.
Deathly Weapon
Shadowy weapon made by Death itself can take the form of any weapon you want. Attacks with this sword deals an additional 1d10 necrotic damage and restores your hit points half of the damage dealt. If you already have melee weapon of any kind during your transformation, shadows begins to wrap your weapon and turn it into your Deathly Weapon by retaining its powers.
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