Sorcerer
Base Class: Sorcerer

Sometimes the spark of magic that fuels a sorcerer comes from a shadowed divine source that burns within the soul. Having such a hallowed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. In this case, that being shepherds the line between life and death. Perhaps your ancestor was an angel, tasked with comforting those on death's door, or to collect souls that are not yet ready for the afterlife. Or your birth might align with the death of a celestial being or hero, making you as an inheritor of ancient powers of tasks, or even as a reincarnate. Or even chosen or blessed by the Raven Queen herself, imbued with the power and responsibility of guiding those through the process of death.

An individual touched by an Angel of Death, is rarely welcomed by religious and non-religious circles, alike. Death, in general, is feared, and you, as a being so marked by a caretaker or harbinger of death can be viewed as unnatural and potentially a threat. 

In very few cultures, those touched by an Angel of Death are revered. These few understand the importance of the cycle of life and death, and the impact one can have that respects and honors the process. 

Cycle of Life and Death

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Favored of Life and Death

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Will to Live

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.
Once you use this feature, you can't use it again until you finish a long rest.

Burst from Death's Door

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.

Death Heals the Living

At 18th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

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