Sorcerer
Base Class: Sorcerer

"Do not ask for whom the bell tolls for, for in the end it tolls for thee...That's the signal for your work shift little reaper. Off you go, those souls won't collect and go to their respective afterlifes on their own. Good thing to or you'd be out of a job."

You have inherited or received the blessings of death and it is now your responsibility to guid the souls of those who have died to the afterlife. All things that have life must eventually die, sometimes within a day, sometime within a year or even centuries, and then there are those who may need a more express ticket off of their mortal coil. Luckily you are the right sorcerer for the job and if not well... as i said... death comes to us all in the end.

Lv. 1 Little Reaper

You gain proficiency with sickels, and glaives (and/or scyths). You may use your charisma modifier for any attack and damage rolls using a sickle or glaives (and/or scythe) and the weapon can act as a spell focus for your Sorcerer. Sickels you wield deal 1d6 instead of 1d4 slashing damage.

Robes of the Reaper- when you are wearing no armor and not wielding a shield, your armor class (AC)= 10 + dexterity modifier + charisma modifier.

Death Collector- You gather the souls of the dead to enhance your abilities. Whenever a creature that you can see dies within 30 feet of you, you may absorb their soul into yourself and turn them into a soul shard that is unable to be removed from your possession until they are expended. You are able to use these soul shards in a variety of ways. You are able to forge a number of soul shards equal to your proficiency bonus. At 1st level you are able to use these soul shards for the following features. 

Soul Surge- As a reaction, you may expend a soul shard to gain advantage on any Wisdom, Charisma, or Intelligence ability check or saving throw. 

Soul Rend- As a bonus action, you may expend one soul shard to have your weapon attacks deal damage to a target's very soul or life force. When you make a weapon attack that would normally deal slashing damage you deal necrotic damage instead. When you deal necrotic damage with a melee weapon attack during your attack action during the turn you triggered this feature you drain the life force or energy from the target(s) into yourself allowing you to regain hit points equal to half the total necrotic damage you dealt to a target(s) during your attack action. If you are at maximum hit points and drain hit points from a target, you gain temporary hit points equal to half the total necrotic damage you dealt to a target(s) during your attack action. If you kill a target with this feature, you may additionally regain hit points or gain temporary hit points equal to your proficiency modifier bonus multiplied by 2.

Additionally, once per long rest you may mentaly commune with a soul captured in a soul shard and make a Charisma (Persuasion or Intimidation your choice) check against a DC based on 8 + the CR rating of the creature divide by half (rounded up to a minimum of +1). On success, the creature will be compelled to answer any questions asked to it for one minute regarding memories or knowledge of the creature when it was alive (discretion determined by the DM) truthfully but not necessarily in a straightforward manner (such as only having fragments of said memories and knowledge or answering in a riddle). After one minute has passed the soul goes dormant. On a failure the soul resists and falls dormant. You are unable to commune with dormant souls and they can only be used for your other soul shard features. 

Death Magic- You may learn any one necromancy cantrip spell of your choice as one of your level 1 cantrip sorcerer spells. You learn additional spells when you reach certain levels in this class, as shown on the Reaper Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an necromancy spell from the sorcerer, warlock, or wizard spell list. (see table below)

Expanded Spell List

Sorcerer Level, Spell

Level 1=  Armor of Agathys, Inflict Wounds

Level 3= Spiritual Weapon, Gentle Repose

Level 5= Spirit Shroud, Revivify

Level 7= Death Ward, Shadow of Moil

Level 9= Antilife Shell, Steel Wind Strike

6th Lv. Extra Attack/Soul Blessing/Curse

Extra attack- Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Any necrotic damage your sorcerer deals ignores necrotic damage resistance and treats necrotic damage immunity as necrotic damage resistance. This affects undead and constructs. 

Soul Blessing/Curse- Blessing= You may expend a soul shard to regain 2 spent sorcery points. Curse= You learn the Bestow Curse spell. This spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You may cast this spell without a verbal component by spending 2 spell shards and it now has a range of any creature within 30 feet of you that you can see instead of it being a touch spell.

Lv. 14 Grim Reaper

Curse of the Damned- When a target bearing a curse from your Bestow Curse spell cast with your spell shards dies, you may spend one sorcerer point to recast the spell to a different creature within 30 feet of you that you are able to see. Additionally as long as you have an unspent soul shard any concentration checks needed to maintain this spell are made with advantage and enemies make the saving throw against this spell with disadvantage.

Death's Caress- You learn the Contagion. This spell does not count towards your known sorcerer spell list. You may spend 3 soul shards to cast this spell without a spell slot and if done this way the target immediately must make a constitution saving throw at disadvantage and on a fail the target is immediately afflicted by one of the diseases listed within the spell. On a successful saving throw the spell ends.

18th Lv. Bringer Of Death

You have become a vessel for death itself. You gain a flying speed equal to your walking speed and you can hover. You may spend 2 soul shards as a bonus action to trigger your Soul Rend feature and when you do so you may make one additional melee weapon attack. 

The Goal of all Life is Death- As an action, you release a dome 30 feet in diameter of negative energy centered from yourself and moves with you. You must maintain this field as if you were concentrating on a spell and it ends once concentration is lost. After using your action to activate this feature you lose the ability to use your reaction, you are unable to cast any spells, and the only action and/or bonus action you are able to perform is the dodge and disengage action. This feature lasts for 2 rounds and at the end of your 2nd turn if you have not lost concentration, then any and all creatures, undead, constructs, and non-magic objects caught within this 30 foot dome of negative energy is instantly destroyed as if they were hit by a disintegration spell reducing all creatures, undead, constructs, and non-magic objects inside this area into dust or sand. All within this area are destroyed and there is no spell or feature that can counter the effects of this feature. If an intelligent magic item is caught within this feature and is not on you, the spirit that grants it intelligence is killed but the magical effects still remain. If creatures, undead, constructs, and non-magic objects are not fully caught within this area of effect (30 ft) due to their positioning and/or size then the parts caught within the dome are disintegrated. Creatures, constructs, undead, and objects can only be restored by means of a true resurrection or a wish spell if they are destroyed by this feature. Creature(s) destroyed by this feature do not become soul shards. 

After you have triggered this feature once, success or failure you will need to wait 24 hours before you can use this feature again or if you fail to successfully trigger this feature you may expend 6 soul shards to attempt to use this feature again until you succeed then you must wait the 24 hour time limit.

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