Sorcerer
Base Class: Sorcerer

A Rotten Soul sorcerer is a frightening tale of a person whose soul has become corrupted and has started to shrivel away. In an attempt to preserve itself, their cursed soul feeds on the energies of all life around its host. Flowers wilt in their path, and people feel tired or even begin to bleed from the nose at the passing of a rotten soul sorcerer. They are a powerful scar on the mortal world, bringing death and despair wherever they go.

Rotten Soul Quirks
d6 Quirk
1 Your skin smells of burnt charcoal and/or sulfur.
2 Fresh food is disgusting to you, and you only find sustenance from spoiled or soured food.
3 When wounded, you bleed ash or dust instead of actual blood.
4 Small pieces of your body occasionally crumble off like dried mud, and then grow back fresh.
5 Your shadow does not match your body, and is instead much more imposing or even appears monstrous.
6 People's pets such as dogs and cats will bark or hiss at you when you approach (This will not have a negative effect on your animal handling checks).

Rotten Spells

1st-level Rotten Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Rotten Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Rotten Spells
Sorcerer Level Spells
1st bane, inflict wounds
3rd acid arrow, ray of enfeeblement
5th stinking cloud, vampiric touch
7th shadow of moil, blight
9th negative energy floodcontagion
 

Spell Rot

Starting at 1st level, your withering soul darkens your magic with its corruption, granting your spells an insidious nature. Whenever a spell you cast of 1st level or higher would deal damage the first time in a turn, you may add 1d4 damage to one of the damage rolls.

You may choose for the bonus damage to be acid, poison, or necrotic. You may spend 1 Sorcery Point to change this additional damage to 1d8.

Feed The Decay

Starting at 6th level, your dying soul craves the life-force of all those around it. You now consume the souls of the recently deceased in order to sate the appetite of your own hollow shell. Whenever a creature dies to poison, acid, or necrotic damage within 30 feet of you, as a reaction, you may gain temporary hit points equal to your Sorcerer level. You may also spend 2 Sorcery Points to instead grant these temporary hit points to a creature you can see within 15 feet of you.

Spreading Rot

At 14th level, your magic has grown so dirtied by your soul that corpses rapidly bloat and decay within your influence. Whenever a creature dies within 60 feet of you, you may have the creature explode with vile gore.

All creatures within 10 feet of the corpse must make a Dexterity saving throw against your spell casting DC, taking 3d12 damage on a failure and half on a success. You may choose for the damage to be poison, acid, or necrotic.

Soul Husk

At 18th level, your soul rot has become so profound that it now works its way into the empty cavities of dead bodies. You are now a macabre puppeteer. Whenever you kill a creature with poison, acid, or necrotic damage, you may spend 6 sorcery points to resurrect that creature.

The creature returns with hit points equal to five times your Charisma modifier. The resurrected creature only knows to attack your enemies, and it will do so on each of its turns to the best of its ability.

Previous Versions

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