Sorcerer
Base Class: Sorcerer

You draw on the natural power that fuels creatures to use your magic.

Essence Pool

You have a pool of magic made up of the life force of others. You can have a pool of up to 40 Soul essence. You can add essence to this pool by using Soul Collection or by killing, or assisting in the killing of, a creature of significant threat, determined by the DM.

As a bonus action, you can spend 5X essence to regain 1X sorcery points.


As a bonus action, you can spend 4X essence to gain Xd4 temp hp

Soul Collection

Starting at 1st level you can drain the life force of your enemies. Twice per long rest as an action you can target an enemy, they have to pass a wisdom saving throw, on a failed save deal 1d12 necrotic damage and half as much on a successful one. If you wish to target multiple enemies, you can instead deal 1d6 to 2 enemies or 1d4 to 3 enemies. You heal and can add to your essence pool equal to the damage done by this ability. 

You can regain one use of this ability by spending 2 sorcery points or 10 essence

Empowered Collection

Starting at 6th level you can upgrade your Soul Collection using your sorcery points. When using Soul Collection, before the enemy passes or fails,  you select an upgrade from this list:

  • For 1 sorcery point, you can fear your target on a failed save, spend 1 additional sorcery point for each additional target past 1.
  • For 2 sorcery points, you can add your spellcasting modifier to the damage, spend 2 additional sorcery points for each additional target past 1.
  • For 3 Sorcery Points, you can target an additional target at no cost to damage dice

Loss of Self

Starting at 14th level you corrupt the minds of your enemies. Once per long rest you can force someone to make a WIS saving throw, if they fail they have disadvantage on WIS saving throws for 1 min

Essence Storm

Starting at 18th level you unleash a storm of soul energy. Once per long rest as an action, you can spend 10 Essence to create a 10ft. radius storm centered on yourself. If a creature is in the storm at the start of their turn they must make a WIS saving throw or take 3d10 necrotic, or half as much on a successful save. This storm does nothing to you

This storm Lasts until the start of your next turn and follows you wherever you go.

At the start of your turn, when it would end you can spend the casting cost to recast it as a free action

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