Sorcerer
Base Class: Sorcerer

Sorcerers of this origin have a strong connection to death and the realm of death most closely associated with their religion, if any (such as the fugue plane). Most become death priests through a secretive ritual performed by senior priests of their religion that allow them to wield such magic, with the specifics of the ritual varying between groups. Others are born with the ability to innately wield such magic through their lineage or some fluke of fate while others still are blessed by one of the various Gods of Death.

Many of these priests gather in secretive cults located in vast deserts, commonly found in the lands of Zakhara or within the Domain of Dread Har'Akir. 

As a death priest, you decide on how you aquirred your powers. If you need to you can consult the following table for origins on your power

Death Priest Origins
D6 ORIGIN
1 You grew up in the near vicinity of a vampire, lich, or other powerful undead and their latent land-warping magic influenced your magical abilities.
2 You joined a cult of death priests in pursuit of knowledge within the haunted lands of Zakhara and their ritual bestowed your powers upon you. 
3 A powerful undead saved you from the brink of death and bestowed you with a fraction of power in exchange for your undying loyalty. 
4 As a child you were sickly and about to die, so your parent(s) bound an undead spirit to your body to keep you alive, as it saps the life energy of others. 
5 A god of Death or a similarly powerful entity blessed (or cursed) you upon your birth with a strong connection to the undead. 
6 You found yourself within the Domain of Dread Har'Akir (willing or otherwise) and during your time there you were taught such magic by a sect of priests you gained favor with.

Knowledge of the Dead

At 1st level, you have a reservoir of knowledge you can tap into, consulting with the spirits of the dead as you rest. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it.  You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Additionally, whenever you finish a long rest you can choose up to a number of spells equal to your Proficiency Bonus from the Cleric or Wizard spell list. The spell must be of a level you can cast and can't be higher than 5th level. Until the end of your next long rest you have the chosen spells learned. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Undead Resilience

Also at 1st level, whenever you finish a short or long rest you gain temporary hit points equal to your Sorcerer level.

Binding of Souls

Starting at 6th level, you can pull the souls from the realm of the dead to have them temporarily serve you. As an action you can expend a number of sorcery points listed in the following table to conjure an undead in an unoccupied space you can see within 30 feet (You can only summon an undead if you are of the appropriate Sorcerer level). The summoned undead remain animated for 24 hour or until you finish a long rest, after which they dissipate and return to their afterlife. 

Additionally, undead you create or summon with this feature have these additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your Sorcerer level.
  • The creature adds your proficiency bonus to its attack damage rolls.

You can only have a number of undead animated at once equal to your proficiency bonus, and the total CR of undead you can control at once is equal to CR 1. This increases to CR 2 at 9th level, CR 3 at 13th level, and CR 4 at 17th level. 

Undead Statblocks list
Sorcerer Points (Sorcerer Level) Undead
2 (6th level) skeleton
2 (6th level) zombie
4 (9th level) ghoul
7 (13th level) ogre zombie
9 (17th level) mummy

Restless Dead

At 14th level, your magic overflows with the energy of the dead. Whenever you cast a sorcerer spell of 1st level or higher you can heal any undead within 30 feet of you by an amount equal to the spell's level + your Charisma modifier. 

Liche Priest

Beginning at 18th level, you have learned the secrets to creating a phylactery. After 4 workweeks and 1,000 GP worth of materials you can craft a phylactery. The phylactery is a small or tiny object with 40 hit points, resistance to all damage, and immunity to poison, necrotic, and psychic damage. If you die your reform next to your phylactery after 1d4 + 1 days. If your phylactery is destroyed you can create a new one after another 4 workweeks and 1,000 GP worth of materials. 

Additionally, you gain the following changes to your game statistics, even if your phylactery is destroyed:

  • You gain immunity to poison and necrotic damage, and are immune to poison and disease
  • Your creature type is undead
  • Your are immune to exhaustion, and no longer need to sleep, eat, or breathe. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness

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