Sorcerer
Base Class: Sorcerer

Your magic comes from a deep connection with death itself. Perhaps you were born during a terrible plague, or maybe your family is cursed with a touch of the undead. Regardless of the origin, necromantic magic flows through your veins, giving you power over life and death.

Level 1: Grim Visage

Starting at 1st level, you can use your action to give yourself an unsettling appearance for 1 minute. During this time, you gain the following benefits:

  • You have advantage on Charisma (Intimidation) checks.
  • As a bonus action, you can cause a creature you can see within 30 feet of you to become frightened of you until the end of your next turn. The target must succeed on a Wisdom saving throw against your spell save DC or become frightened.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Level 6: Necrotic Empowerment

At 6th level, your necromantic magic enhances your resilience and spells:

  • You gain resistance to necrotic damage.
  • When you cast a spell of 1st level or higher that deals necrotic damage, you can add your Charisma modifier to one damage roll of that spell.

Level 14: Life Tap

Starting at 14th level, you can draw life force from the living to heal yourself. When you deal necrotic damage to a creature, you can regain hit points equal to half the necrotic damage dealt (rounded up). Once you use this feature, you can't use it again until you finish a short or long rest.

Level 18: Master of Death

At 18th level, you gain the ability to command death itself. As an action, you can target one creature you can see within 60 feet of you. The target must make a Constitution saving throw against your spell save DC. On a failed save, the creature is reduced to 0 hit points. On a successful save, the creature takes 10d10 necrotic damage.

Once you use this feature, you can't use it again until you finish a long rest.

Grim Visage

Starting at 1st level, you can use your action to give yourself an unsettling appearance for 1 minute. During this time, you gain the following benefits:

  • You have advantage on Charisma (Intimidation) checks.
  • As a bonus action, you can cause a creature you can see within 30 feet of you to become frightened of you until the end of your next turn. The target must succeed on a Wisdom saving throw against your spell save DC or become frightened.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Necrotic Empowerment

At 6th level, your necromantic magic enhances your resilience and spells:

  • You gain resistance to necrotic damage.
  • When you cast a spell of 1st level or higher that deals necrotic damage, you can add your Charisma modifier to one damage roll of that spell.

 

Life Tap

Starting at 14th level, you can draw life force from the living to heal yourself. When you deal necrotic damage to a creature, you can regain hit points equal to half the necrotic damage dealt (rounded up). Once you use this feature, you can't use it again until you finish a short or long rest.

Master of Death

At 18th level, you gain the ability to command death itself. As an action, you can target one creature you can see within 60 feet of you. The target must make a Constitution saving throw against your spell save DC. On a failed save, the creature is reduced to 0 hit points. On a successful save, the creature takes 10d10 necrotic damage.

Once you use this feature, you can't use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes