Base Class: Sorcerer
Meddling with dark powers beyond your control in your youth, you unknowingly commited one of the greatest taboo, and in doing so turned yourself into a being of unlife.
Undead Origin
At 1st level, you choose one type of undead as your origin. The damage type associated with each undead is used by features you gain later.
Draconic Ancestry
|
Undead |
DAMAGE TYPE |
|---|---|
|
Revenant |
Cold |
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Wraith |
Necrotic |
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Ghost |
Cold |
|
Lichling |
Necrotic |
|
Ghoul |
Force |
|
Mummy |
Acid |
|
Possesed Armor(Bound) |
Lightning |
|
Shape of Fire |
Fire |
|
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|
|
|
|
You can speak, read, and write a language of your choice. Additionally, whenever you make a Charisma check when interacting with undead, your proficiency bonus is doubled if it applies to the check.
Ghost
Your origin is that of a Ghost.
Ghoul
Your origin is that of a Ghoul.
Lichling
Your origin is that of a Lichling.
Mummy
Your origin is that of a Mummy.
Possesed Armor (bound)
Your origin is that of Possesed Armor (bound).
Revenant
Your origin is that of a Revenant.
Shape of Fire
Your origin is that of a Shape of Fire.
Wraith
Your origin is that of a Wraith.
The Kiss of Death
You undead nature bolsters you. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you take on the appearance of your race and undead origin combined. You also no longer require food, drink, or rest, and are rimmune to poison and the poisoned effect.
Supernatural Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your undead origin, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
The Cling of False Life
At 14th level, once per day upon reaching 0 hit points you may return to conciousness at 1 hit point.
Undead Visage
Beginning at 18th level, you can channel the dread presence of your Undead Origin, 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.
Previous Versions
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11/27/2018 3:22:15 AM
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Coming Soon
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