Sorcerer
Base Class: Sorcerer

You have always found yourself in the presence of spirits. Your magic is like a lantern in the dark for spirits, where they are drawn to you for your guidance and company. Some Sorcerers embrace this role, being a friendly guide for the spirits they accompany. Others may hate their magic, instead commanding the spirits out of spite and anger of being forced to around them. 

Using this spectral magic you poses, you can command and guide the spirits to steal the life force of others to reinvigorate yourself, as well as become allies to assist you. 

To use spirits to take down your foes, this is the power of a Deathwalker

Spectral Healers

Starting at 1st level, you can command your spirits to drain the life force of your foes, regenerating your own. As a bonus action, you can command your spirits to surround an enemy you can see within 60ft, forcing them to make a Constitution saving throw against your spell save DC. On a failure, they take 1d4 necrotic damage and you regain hp equal to half the damage rounded up (still gaining 1 hp even on a roll/division of 1).

This feature increases by 1d4 at level 5, 10, 15, and 20

Ghost Trick

The spirits you accompany aid you in battle. Start at 6th level, when you killed an enemy using the Spectral Healers feat, you can use your reaction to command the soul to temporarily posses the dead body.

The body comes back to life, having the same stats as zombies but with 1d4 + your spell modifier  in health. The zombie goes immediately after you in the initiative order, where you can command it yo attack or defend. You can only have as many zombies as your spell modifier at one time. 

The spirits leave the body of the slain foe when it reaches 0 hp or it has been 1 minute. 

Deathly Fortitude

Being in the company of spirits, you gain a stronger endurance. Starting at 14th level you gain resistance to Necrotic damage. 

Additionally, whenever you make a saving throw against an attack or spell that deals necrotic damage, where the damage would be halved on a success, you instead take no damage. 

Wraithful Ally

You have created a powerful bond with the spirits that follow the light of your magic. At level 18, once a day you can use an action to bring your spirit companions together and summon a wraith like specter. The stats for the specter will be shown bellow. 

The specter goes immediately after you do in the initiative order. You can command the specter to attack or it will simply defend itself with no command. The specter disappears once it reaches 0 hp or after 10 minutes. Once you use this feature, you can't use it again until after a long rest.


 

Deathwalker's Specter

medium undead, same alignment as your character

Armor Class: 15

Hit Points: 100 (10d8 + 30)

Speed: 0 ft, fly 60 ft (hover, speed halved in day light or bright light)

STR: 6(-2)   DEX: 16(+3)   CON: 16(+3)   INT: 12(+1)   WIS: 14(+2)   CHA: 15(+2)


Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks 
Damage Immunities: Necrotic, Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Common and whatever language your character speaks
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS

Life Link: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 5) necrotic damage. On a successful hit, you regain double your spell modifier back in hp. 

Companions Abound: The specter targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute. The target's spirit rises as a minor specter in the space of its corpse or in the nearest unoccupied space. The spirits are under the specter's control. The specter can have no more than seven spirits under it's control at one time.

 

 

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