Base Class: Sorcerer
Your innate magic comes from being touched by death. At some point you came in contacted with a being of death, maybe you survived an encounter with a lich or another being with a strong affinity of death. Perhaps you even died and some how survived and recovered for your brush with death, ether way you have been marked be Death and carry its mark upon your soul.
Soul Marked by Death
When choosing this bloodline, you gain the following effects:
- you gain resistance to necrotic damage. At level 10, you become immune to necrotic damage.
- You also gain +1 HP for each one of your sorcerer levels.
Knowledge of Death
When choosing this bloodline, you gain the following effects:
- You also learn one necromancy cantrip from any class and does not count against your number of cantrips known. When you learn a spell you may to any necromancy spell from any class it is then treated as a sorcerer spell.
- Your connection to death allows you to cast speak with dead without a spell slot. You must complete a short or long rest to be able to use this feature again.
Touch of Death
At the 6th level, you gain the following effects:
- Any necrotic damage you deal ignores resistance and immunity.
- When rolling necrotic damage, When you roll a 1 on a damage die you can reroll the die and must use the new roll.
Cross Over
Starting at 14th level, you gain the ability to straddle the line between the realms of the living and the dead. As an action, you can spend 5 sorcery points to Cross Over and become incorporeal for 1 minute. While incorporeal, you gain advantage on stealth checks, and can move through objects as though they were rough terrain. You have immunity to the petrified, grappled, and restrained conditions while incorporeal. Your movement does not provoke attacks of opportunity for the duration. You also gain resistance to all damage except for radiant, force and psychic damage while in this state. This feature ends early if you become incapacitated.
If you are inside an object or occupied space when this effect ends, you are ejected to the nearest unoccupied space, knocked prone, and you take 1d10 force damage. (this damage cannot be reduced.)
Master of Death
At level 18, as an action, you can become a master death itself. For 1 minute, you gain the following effects:
- When you active this Each non-undead creature within 20 feet of you must make a DC 18 Constitution saving throw against this magic, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one.
- When you are reduced to 0 HP, but not killed outright, you may roll a DC 15 Constitution saving throw, and if you succeed, you instead remain at 1 HP.
- When a creature the you can see dies you can use your reaction to absorb that you soul allowing you to regain sorcery points equal to half that creatures CR rating (min 1)
- You add your charisma modifier to the damage of any spell of 1st level or higher that deals necrotic damage.
These effects end early if you fall unconscious. You must complete a long rest to be able to use this feature again.
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