Base Class: Sorcerer
Your innate magic has been bent and twisted by the trauma you have been through. The favour you hold with the Raven Queen and the temperance of your magic through her practises allow you to manipulate the magic she has granted you in such a way that you can manifest pieces of the Shadowfell with your previously untamed magic.
Touched by the Shadowfell
You gain an insight to the skills that the Raven Queen had in life. You can speak, read, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check.
Resilience to Death
As magic flows through your body, you are presented with the ability to resist death a certain degree more. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin layer of dark, shadowy energy. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Affinity for the Grave
Starting at 6th level, when you cast a spell that deals necrotic damage or is from the school of necromancy, you can add your Charisma modifier to one roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to necrotic damage for 1 hour.
Raven Wings
At 14th level, you gain the ability to sprout a pair of giant raven wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Aura of Death
Beginning at 18th level, you can take the form of pure death, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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Posted Jul 27, 2024This is just draconic but with raven instead of dragon