Sorcerer
Base Class: Sorcerer

You were either still born or you had slip into the afterlife for a short period of time. Whatever made had happened to you, you have an unworldly connection to the other side. This has given you unique abilities. The closer you are to death the greater your abilities will be, but do not get too close to death just because you escaped it once or twice does not mean you can keep avoiding it forever.

Repatriates are very few to come by, for not many escape Death. Many fear the Repatriates believing they are cursed with undeath, or that they had made deals with devils for immortally. Others falsely worship them believing that they're mediums to the afterlife. Repatriates are not mediums, they can not willingly talk to spirits or ghosts nor do spirits or ghost attempt to communicate with Repatriates. 

Second Chance

Whenever you roll for Death Saving throws you immediately get one Success on Death Saving throw. You can only use this feature once a day, you regain the use of this feature after a long rest.

Mortal Bound

When you are rolling Death Saving throws, you can remove up one Success to remove one Fail from your Death Saving throws, or if you roll a 1 on your Death Saving throw; you can remove one Success to make it just one Fail. Or if you are attacked and would receive a Fail, you can remove one Success to remove that Fail, if you are hit with a critical strike you can remove one Success to make it just one Fail. You can only use this part of the feature once per day.

Limbo Arcana

At 1st Level, whenever you have success your Death Saving throws and no longer have to roll Death Saving throws; and you regain consciousness, you can keep one Death Save fail afterward. Starting at level 3, you can expend two Sorcery points gain an additional Death Save fail.

  • When you have one Death Save fail while you are conscience, you can make all your spells deal Necrotic damage (you must declare the change in damage before you make the spell attack).
  • When you have two Death Save fail while you are conscience, if you deal Necrotic damage with a spell you can expend one Sorcery point, you can heal yourself for half the damage dealt. Or you can expend two Sorcery point remove one of your Death Save fails.

If you becoming Unconscienced either through physical or magical means or by finishing a short or long rest; all Death Save(s) are removed.  

Cadaveric Stand

Starting at 6th level, whenever you have Death Save fail(s) while you are conscience; whenever your hit points becomes 0 you can use a Reaction and expend 2 Sorcery Points. Then you gain temporary hit points equals to your Charisma modifier, plus your Constitution modifier, and your Sorcerer level per Death Save fails you have, and 1 hit point plus your Charisma modifier. You still remain conscience.

You can only use this part of this feature with your hit points is equal to or less than half of your maximum hit points. You can use your Bonus Action and expend 1 Sorcery Point, to gain temporary hit points equals to half of your Charisma modifier, plus half of your Constitution modifier, and your half Sorcerer level per Death Save fails you have.

Lingering Will

Starting at 14th level, whenever you have success your Death Saving throws and no longer have to roll Death Saving throws; and you regain consciousness, you can keep one Death Save Success afterward.

When you have one Death Save success while you are conscious, you can use your Action to remove your one Death Save success and all of your temporary hit points; and then regain hit points equal to all removed temporary hit points. If you regain hit points that put your hit points at maximum, the leftover temporary hit points remains as temporary hit points. 

When your hit points hit 0 you can use a Reaction and expend 2 Sorcery points, you can keep your one Death Save success.

You can only use both of these effects once per-day, you regain usage of both effect after a finished long rest.

Void Out

Starting at 18th level, whenever you die; you can expend 3 Sorcery points to immediately success on all of your Death Saving throws and then regain consciousness. You can still gain the Death Saving success and fail(s) from Limbo Arcana and Lingering Will. You gain 1 hit point plus your Charisma modifier. Then in a 20 ft. sphere with you at the center; all creature(s) in in the affected must make a Constitution Saving throw, on success the affected creature(s) take half damage. On fail, the affected creature(s) takes as many hit dice/die you choose to expend plus your Charisma modifier and 5 pre Death Saving fail(s) necrotic damage.

You can use this feature as many times equal to your Charisma modifier, and regain all usage after finishing a long rest. 

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