Base Class: Sorcerer
As a Sorcerer who has the bloodline of the Dreadgrave you use necrotic energy as a source to fuel spells and to summon undead to do their bidding.
Will of the Reaper
The village is quiet during the strangers walk down the roads. No birds are chirping, no children heard playing, no wind blowing. He bends over to grab a flower but it withers before even touched. Death consumes this man. Death consumed the village.
The Occult of Reapers plays with negative energy in ways others run from. A reaper won't always show his intentions to others until he is ready for them to play with his undead or feel necrosis from his spells. Even though he can control undead himself, he'd rather cull the other ones in his path. Undead are weak against this man. True power comes from harnessing negative energy for oneself, not making puppets.
Life Tap
Starting at 1st level, your touch drains life from your enemies and heals you. As an action, you can make a melee spell attack against a living creature, using your necromancer spell attack bonus, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you double the temporary hit points gained from using this feature. This feature's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.
Necromancer Occult
Death's Knowledge
Beginning at 1st level, some ancient tomes, spell books, or scrolls have provided knowledge to you. Add the following spells to your necromancer spell list: inflict wounds, revivify, speak with dead, commune, raise dead, resurrection, and true resurrection.
you may add 3 spells from any class for which you have spell slots for to your necromancer spell list. additionally commune only works on the dead
Soul Harvest
Starting at 1st level, you're able to reach out and harvest part of your enemies' souls you defeat. At the end of your turn, if you or the undead you control killed one or more creatures, you gain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess healing provided.
Necrosis Spellcasting
Starting at 1st level, a cloud of stench accompanies the spells that you cast, eating away at the flesh and bone of your victim and distracting them. Any necromancy spells that you cast deal an additional 1d8 necrotic damage. In addition, undead have disadvantage on saving throws against your spells and class features.
Harvest of Grim Souls
Improved Soul Harvest
You've gained the knowledge to channel the souls you harvest into your spells. You may store a number of souls equal to your necromancer level from killing creatures with soul harvest for later use. You can consume souls to regain up to a 3rd level spell slot, which costs 2 souls for every additional spell level beyond 1st level. For instance, a 3rd level spell would consume 6 souls. In addition, you may consume souls to deal additional necrotic damage to a single target of a spell you cast equal to your Charisma modifier.
Torrent of Souls: Stories of something supernatural taking lives comes to fruition. Fairy tales depict a Grim Reaper that comes to take souls of people ready to die, but the truth is, the Grim Reaper visits to deal death. An aura surrounds you and saps the life of anything within 5 feet of you. If a creature ends its turn within range it must succeed on a Wisdom saving throw or lose hit points equal to the number of souls you have stored. You gain hit points equal to half the hit points the creature lost, rounded up.the area around you becomes a volatile zone of death and necrotic magic. You have learned to sew the agony of the newly departed's death into those nearby. Whenever an enemy creature dies within 60 feet of the you, you may use your reaction to target it and cause an explosion of necrotic energy. Choose any number of creatures within 10 feet of the explosion to make a Constitution saving throw. On a failed save, they take 8d6 necrotic damage and half as much on a success. If this damage kills any creatures, you may target one of the creatures killed to cause a secondary explosion but the damage is reduced to 4d6 and halved on a successful Constitution saving throw. If this secondary explosion kills any creatures, you may choose one of the creatures killed by this secondary damage to cause an explosion a third time but the damage is reduced to 2d6 or no damage on a successful Constitution saving throw. Any undead you control within the radius of the explosions are healed for half the amount of necrotic damage done. You regain use of this feature after completing a short or long rest.
Return the Fallen
Starting at 14th level, your bond with necrotic and negative energy allows you to raise the dead in exchange for magical energy. As an action, you can sacrifice a spell slot to cast animate dead at a level equal to the spell slot you expanded. You do not need a corpse or pile of bones when you cast the spell this way; the skeleton or zombie will claw its way up from underground and acts on your next turn. In addition, you learn the spell animate dead. This spell does not count against your number of spells known. l Medium size undead are not enough for the necromancer. Mastering the undead wouldn't be complete if limited to medium skeletons and zombies. You've learned to manipulate negative energy enough that any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 9 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise note. You may use this feature on an existing undead you control to refresh its duration. You must finish a long rest before using this feature again. In addition, the major undead now lasts until its hit points reach 0.
Presence of Death
Starting at 18th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint. Some necromancers alter their appearance with stitches sewn on their face, body, legs, or arms. Others may adorn the remains of corpses to impose fear and keep people away. The overexposure to death has earned an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhaustion, and the frightened and poisoned conditions. your presence commands respect from undead. At will, the necromancer can target one undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the necromancer's commands for the next 24 hours, or until the necromancer uses Séance again. A necromancer can only control a single undead creature with this feature.
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