Sorcerer
Base Class: Sorcerer

This original Sorcerous Origin subclass is the work of W. Warwick and may be obtained for free at the DMs Guild.  I have edited, and modified Warwick's original work, but wanted to give credit where credit is due!

 

Diseased Touch

Starting when you choose this origin at 1st level, you gain the Diseased Touch, the skin or scales around your fingers or claws becomes darkened.  You may make a melee attack, on a hit you inflict 1d6 necrotic damage and your target must succeed on a Constitution Saving Throw vs. your Spell Save DC or become infected with a minute amount of your diseased stigma.  A creature will remain diseased for 1d10 minutes, and while infected in this manner you will know where the creature is, up to 500 ft. from you.
If the target creature is immune to disease, your action will have no effect.  Further, the effect may be removed by means such as a Cure Disease or Remove Curse spell.
The Lich Spawn may use this trait a number of times equal to their Charisma modifier.  After completing either a short or long rest the Lich Spawn will regain all uses.

Miasmic Stigma

At 1st level, the Miasmic Stigma of your Lich ancestor manifests itself within.  You begin to learn to control these ancient energies buried deep inside you, and begin to twist them to your will.  You gain a number of dice called your Miasma Pool, equal to 1+ your Charisma modifier, that you may use to grant bonuses to certain abilities, actions, and saving throws.  The number of dice in your Miasma Pool is replenished once you complete a short or long rest.  You may also, as a bonus action on your turn, transform one Sorcery Point into an additional Miasma die however, you may not exceed the total number allowed by your Miasma Pool. 

Miasma Dice start as d4s at 1st level.  They become d6s at 3rd level, d8s at 7th level, and d10s at 15th level.

 

Miasmic Damage

When dealing damage through a spell or weapon attack you may, as a bonus action, expend one die from your Miasmic Pool and add it's total to your damage roll.

 

 

Miasmic Intimidation

You may expend one die from your Miasma Pool and add the result to any CHR (Intimidation) skill checks you attempt.  One die per individual target, or three dice if attempting to intimidate a group.  Use of this feature must be declared prior to rolling the skill check.

Miasmic Investigation

When searching for information regarding Undead or their corpse, tomb, or lair you may expend one die from your Miasma Pool and add the result to your INT (Investigation) skill check.  Use of this feature must be declared prior to rolling the skill check.

 

 

Undead Pursuer

When attempting to track an Undead creature you may expend one die from your Miasmic Pool and add the result to your WIS (Survival) skill check.  Use of this feature must be declared prior to rolling the skill check.

 

 

Undead Resilience

When hit with a spell cast by an Undead that requires a saving throw, you may, as a reaction, expend one die from your Miasma Pool and add the result to your saving throw.

Miasmic Presence

At 6th level, you gain Resistance to Necrotic damage.  In addition, due to a surge in your corrupted stigma, you begin to generate a Miasmic Presence allowing you to augment your powers of necromancy and control of the undead.  This manifests itself as an aura of dark mists that surround and swirl about your form.  You may choose from purple, green, red, orange, or yellow as the color to highlight these mists if you like.  You may also choose when these mists are visible (or not) to other creatures.

Guiding Presence

The undead under your control are inspired by the Guiding Presence of the miasmic energies that flow through and around you.  As a reaction, you may choose to expend one or more dice from your Miasmic Pool to increase the "to hit" bonus of any undead under your control.  The total number rolled will be split evenly between a number of minions (of your choosing) equal to the number of Miasmic Dice rolled.

Interfering Presence

Any undead foolish enough to attack you are confused by the Interfering Presence of the miasmic energies that radiate from within you.  As a reaction, you may choose to expend one or more dice from your Miasmic Pool to decrease the "to hit" rolls of any undead visible to you within 40'.  The total number rolled will be split evenly between a number of opponents (of your choosing) equal to the number of Miasmic Dice rolled.

 

 

Stigmatic Obscurity

You have learned to control the mists of your Miasmic Presence.  You become lightly obscured, causing other creatures that may be trying to find you to have disadvantage on WIS (Perception) skill checks.

Further, you may remove once die from your Miasmic Pool to grant yourself half cover within your shroud, granting you a +2 bonus to your AC.  This effect will end when you complete a short or long rest, as well as return the removed dice to your Miasmic Pool.

 

 

Undead Fortitude

Starting at 14th level, while atleast one dice remains in your Miasmic Pool, if you are reduced to 0 hit points you may make a Constitution Saving Throw.  The DC is highest between 10, or 5+ half the damage received.  On a success your character drops to 1 hit point instead of 0.  If the damage received is radiant, or from a critical hit, the Saving Throw is automatically a failure.

 

Death Is Not the End

When a creature is close to death, the miasmic forces within you resonate with the call of the grave.  You have learned to bend another's death to your will.  As a bonus action, when you hit a creature with a single target spell, or a weapon attack, you may expend a number of dice from your Miasmic Pool to bestow a curse on that creature.  If the cursed creature dies during the duration, it will return on it's next turn as an Undead under your control, as if by an "Animate Dead" spell. 

The number of dice required is the creature's CR rating divided by two (example ~ a CR 10 creature requires 5 dice from your Miasmic Pool)

 

 

Heal Thy Horde

Good help is hard to find, even if that help is undead.  As a bonus action, you may expend dice from your Miasmic Pool to heal the undead under your control.  You may chose to roll one die and heal one undead minion by the resulting total, or you may roll multiple dice and split the result evenly amongst the number of undead (of your choosing) equal to the number of dice rolled.

Undead Affinity

At 18th level, the tainted stigma within you runneth over.  You become Immune to necrotic damage.  Any undead with an intelligence of 7 or lower recognize you as one of their own.  They will not attack you unless they are being actively commanded by another being that has control over them, or unless you attack them first.

Further, you may cast Create Undead once per day, at a level you can cast, without material components, and without expending any spell slots.  This spell no longer counts against your spells known.

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