Base Class: Sorcerer
Sorcerers of this bloodline begin to gain their powers after dying in such a way where their spirit becomes vengeful and filled with hate. However, instead of becoming a wraith their body is miraculously reanimated as if they never died at all. The only sign of a sorcerer having this bloodline would be the white of their eyes being morphed into an inky black and their irises imbued with a glowing red. This stare alone is enough to put fear into the hearts and minds of people and creatures alike.
Upon dying the soul of the person would escape their body in wraith form with a challenge rating equal to the sorcerer's level.
Death Scythe
1st Level: Channelling necrotic energy through your body, you manifest a scythe made out of your aura. Imbued within the scythe are 2 necromancy spells. Chill Touch and Inflict Wounds. The design and style of the scythe, however, is up to the player's discretion but will serve no mechanical purpose. While using the scythe, you will have supernatural skill with it due to your body being imbued with the energy of a wraith. Melee attacks from the scythe inflict 1d10 necrotic damage and acts a spell casting focus that can cast either of the two necromancy spells as a reaction directly following an attack. Spells cast through the scythe still spend a spell slot upon casting.
The damage of the scythe increases to 2d10 at 12th level.
Wraith Aura
At 1st level you carry a deadly aura that partially grants you the likeness of a wraith. This aura grants the following traits:
- Speed increased to 35ft.
- AC increased by your Charisma modifier.
- Roll advantage on Intimidation checks.
- Resistant against Necrotic damage.
This aura can manifest as a black hooded cloak made out of dark energy as a free action.
Phantasmal Awakening
6th Level: Taking an incorporeal form temporarily for one round you gain the ability to pass through creatures and objects as if they were difficult terrain. Creatures that you pass through must make a Wisdom saving throw against your spell save DC. On a failed save they take 2d8 necrotic damage while on a successful one they only take half. In addition to this, you gain resistance to Charm, Exhaustion, Grapple, Paralysis, Petrification, Poison, and being knocked prone while having immunity to necrotic damage. In order to take this form you must spend 4 sorcery points.
Lifehunter
At 14th level, upon defeating an enemy with a spell, you convert the last remnants of their lifeforce into temporary hit points. The amount of hit points gained from a defeated is equal to half the damage of your killing blow. You can only acquire up to half your max hit point in temporary hit points.When rolling a save you can spend your temporary hit points to increase the your die roll by the amount sacrificed divided by 10.
Gravelord's Boon
At 18th level, when your hit points hit 0, instead of making death saving throws, you can choose to instantly resurrect with half your max hit points available. Doing this will increase the damage of your spells by your Charisma modifier + your proficiency bonus. If your hit points hit 0 again within 72 hours of using this feature then you will instantly die without any death saving throws.
*if permanent death is a thing then, instead, the sorcerer would manifest a high level Wraith somewhere in the world. The Wraith's challenge rating would be equal to the sorcerer's level.
Previous Versions
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4/17/2019 3:53:49 AM
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27
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3
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5e
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Coming Soon
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