Base Class: Sorcerer
The dark art of necromancy courses through the veins of a grim sorcerer. Whether touched by the shadowy realms beyond or marked by a life-altering encounter with the macabre, your magical essence is entwined with the forces of death. You may have faced the powerful spirit first-hand, communed with spirits lingering between worlds, or inherited a lineage steeped in forbidden rituals.
These deathly souls wield power over the cold embrace of death, commanding necrotic energies and communing with spirits. In the face of mortality, your sorcery grants you dominion over the shadows, offering the potential to manipulate life force, raise the dead, or harness the morbid energies of the underworld. As a harbinger of doom or a guardian of the departed, your mysterious abilities evoke both fear and fascination.
Restriction: Reborns Only
Only someone that has been touched by death and returned our world can embark on the path of grim sorcery. When you pick this subclass, you can change your creature type to undead. If you do you gain advantage on saving throws against the effects of turn undead at 6th level and an immunity to it at 14th level.
Your DM can lift this restriction to better suit the campaign.
Grim Spells
1st-level Grim Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Grim 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.
Grim Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | bane, inflict wounds |
| 3rd | invisibility, ray of enfeeblement |
| 5th | fear, animate dead |
| 7th | blight, death ward |
| 9th | antilife shell, raise dead |
Mortal Dread
1st-level Grim Sorcery feature
The fear you are able to instil into your foes makes them feel as if they were facing a true physical manifestation of death. Creatures that are frightened of you take psychic damage equal to your Charisma modifier at the start of each of their turns, unless you choose otherwise.
Additionally, as an action, you can choose one creature you can see within 30 ft. of you. The chosen creature must make a Wisdom saving throw against your spell save DC or be frightened of you for one minute, it can repeat this saving throw at the end of each of its turns.
You can use this action an amount of times per long rest equal to your Charisma modifier (minimum of once).
Necrotic Attunement
6th-level Grim Sorcery feature
Accustomed to the nature of death, you gain resistance to necrotic damage and whenever you cast a spell that deals necrotic damage you can deal additional damage equal to your Charisma modifier.
Additionally, you can cast the animate dead when there are no corpses or bones around, when you cast the spell in this way you can choose for the creatures to use either the skeleton or zombie stat blocks, but they have the appearance of ghosts and have resistance to non-magical bludgeoning, piercing and slashing damage and a 30ft. fly speed (hover).
Deathly Fear
6th-level Grim Sorcery feature
A deathly vibe surround times so that when you are attempting you cause a creature to make a saving throw against being frightened they make the saving throw with disadvantage. If a creature is immune to the frightened condition your spells and abilities can bypass the immunity, however the disadvantage is not imposed on the saving throws for that creature.
Weapon of Grim Harvest
14th-level Grim Sorcery feature
You unlock the ability to manifest a deadly instrument of the afterlife — the Weapon of Grim Harvest. As an action, you can expend 4 sorcery points to summon this spectral weapon, which materializes in your grasp.
When you take the Attack action with the Weapon of Grim Harvest, you use your spell attack modifier to determine your attack rolls. The weapon deals 3d10 + your Charisma modifier Necrotic damage a hit. The weapon has a reach of 10 feet and persists for 10 minutes or until dismissed as a bonus action. When you kill a creature with the Weapon of Grim Harvest, you gain 1d10 temporary hit points. Only you can wield this weapon.
Master of the Death
18th-level Grim Sorcery feature
When you summon your Weapon of Grim Harvest you can spend an additional 4 sorcery points to gain the following benefits whilst you are wielding the weapon.
- As a bonus action you can teleport to an unoccupied space within 5 feet of a creature that is frightened of you.
- Creatures that you hit with the weapon must succeed a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn (if you hit a creature that is already frightened they automatically fail this saving throw).
- You gain a 30ft. fly speed (hover), with this ghostly flight you do not provoke opportunity attacks and can pass through walls and floors. If you end your turn inside a solid object you take 1d10 force damage.
- You gain resistance to damage from non-magical bludgeoning, piercing and slashing damage, as well as an immunity to necrotic damage.
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