Sorcerer
Base Class: Sorcerer

Born without a soul, your body is a vessel for souls and magic around you, however many with this kind of power learn how to control their own body and the parts of life your let into yourself. The death of the soul doesn't make you an animal, soulles sorcerers thanks to their unique ability are very often more human than others. They gain the knowledge and character from every dead they encounter, thus building their own ego on their own. Nobody knows what happens after their death but some say that this kind is protected by gods of death as they might want to use their potential. 

Due to their direct connection with the realm of the dead, the soulless sorcerers are great members of churches. Their innate ability let's them gain knowledge that has been long forgotten, hence they can be used as private eyes for many groups.

Death bringer

Starting at 1st when casting a spell which deals damage and targets only one creature, you may use 1 sorcery point to add d4 necrotic damage. The ammount of bonus dice is equal to your proficiency divided by two, rounded down.

Connected to Ether

Starting at 1st level you are granted a cantrip from the school of necromancy of your choice to the cantrips you know. You also gain a d6 to your pool of hit dice. You gain one additional d6 on level 6, 14 and 18

An empty vessel

Starting at 3rd level, once every day you can let a soul that might be connected to something around you (an item, animal or directly a dead body) and is willing to do so, enter your body, thus you gain all the benefits of the spell Speak with Dead acting as if your body was the body of the dead.

Control the magic

Starting at 6th level you may spend 2 sorcery points to cast a Counterspell. You can use this feature once every short rest.

Filled Vessel

Starting at 14th level, when rolling a saving throw on a spell, if you roll a 19 or a 20, you gain the following benefits:

  • If the spell still deals damage to you, you gain only half of the damage dealt.
  • If the spell was not a cantrip you regaing sorcery points equal to half of the level of which the spell was cast (rounded down, the min. 1 sorcery point)
  • The next time you use Death Bringer on your next turn, you roll d6's instead of d4's

Soul of magic

You now control the weave of magic you enter into yourself. Starting at level 18th, when a spell is casted in the 120 ft. from you, you can use 2 sorcery points and roll a Cha Saving throw (DC 10 + lvl of the casted spell) to fill yourself with the casted spell. For next 48h or untill a long rest you can use the same spell without using a spell slot. 

Also from now on, on a long rest you may use all of the unused bonus hit dice from the Connected to Ether feature and gain temporary hit points equal to the maximum of those dice (f.e. for 2d6 you gain 12 temporary hit points)

Previous Versions

Name Date Modified Views Adds Version Actions
10/17/2021 10:35:29 AM
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