Sorcerer
Base Class: Sorcerer

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul, other sorcerers have found their magic comes from an entity within the Shadowfell. However every so often, these magics coalesce and become blessed by the visage of the Raven Queen. Perhaps you were blessed by the Matron herself, or maybe you are a long descendent of her servants or even her Champion, but having such a blessed soul is a sign that your innate magic comes from a distant but powerful connection to the Duskmaven. 

The power of the Duskmaven's magic marks your physical presence for the entirety of your mortal life. The spark of life that sustains you is muffled yet strong, as if there is a precious balance with your soul.

Raven's Mark

At 1st level, you gain a Raven's Mark on your body representing your lineage. Choose one of the following marks, and then gain the following benefits.

Duskmaven's Marks
type marking
Raven You gain a high-detailed Raven tattoo on your right forearm. When you use your power, you could swear it almost moves.
Feather You gain highly detailed Raven feathers tattoos all around your upper-body. If you studied them, you'd notice they're never in the same place.
Thread You gain a thin golden thread all around your body, and are cool to the touch. They seem to glow when you spark your power.
Skull You gain a highly detailed skull tattoo on your back, with raven wings coming from the sides of them. When you use your power, it becomes ice cold on your back. 

With your mark acting as a link to the Matron, you are able to learn spells normally associated with the cleric class. You learn the Spare the Dying cantrip which doesn't count against the number of sorcerer cantrips you know. You can also cast this cantrip as a bonus action. Additionally, when your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

You also gain a damage resistance to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, or poison. You can change the damage type when you finish a short rest.

Acid

You gain resistance to acid damage.

Cold

You gain resistance to cold damage.

Fire

You gain resistance to fire damage.

Lightning

You gain resistance to lightning damage.

Necrotic

You gain resistance to necrotic damage.

Poison

You gain resistance to poison damage.

Grief of the Fallen

As the Matron's magic flows through your body, it causes you to begin to hear the cries and screams of the fallen. At 1st level, you have advantage against being charmed or frightened.

Additionally, you learn to use the influence of your power to keep undead in check. When an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, and become frightened of you until the end of your next turn. On a successful save, the creature's attack/spell is successful and they are not frightened. Undead creatures who succeed on this saving throw, are immune to its effect for 24 hours.

Brush with Death

After gaining more affinity with the dead, you begin to hear their screams of torment and grief. This feeling begins to change you physically and mentally, allowing you to cause others to suffer when death truly arrives. At 3rd level, you gain the following benefits:

- You gain advantage in death saving throws

- Whenever you use a metamagic option, you can choose one creature within 30 feet of you. They must succeed a wisdom saving throw {{savedc:cha}} or gain the effect of Crowfall. While under the effect of Crowfall, the creature is frightened of you for 1 minute, and their movement is halved. Also, whenever you attack with a spell attack roll, you can add 1d8 necrotic damage to the total.

If a creature under the effect of Crowfall is killed, you regain sorcery points equal to your charisma modifier (minimum of 1).

Carrion Descent

Starting at 6th level, you gain dominion over carrions and can become hard to catch. As an action, you can cause spectral ravens to appear from your shadow, causing you to shift and warp in illusionary magicks. The number of ravens that appear is your charisma modifier, and for a minute you gain the following benefits:

 - As a bonus action, you can teleport to one raven of your choice that you can see.

 - As a reaction, when you are hit with an attack or within the area of effect of a spell, you can swap places with a raven you can see. That raven becomes the target instead and is destroyed.

 - All Attack rolls against you have disadvantage.

You can use this effect a number of times equal to your charisma modifier (minimum of 1), and this effect ends early if all spectral ravens are slain.

Blackwing

At 14th level, you gain the ability to sprout a pair of raven wings from your back, gaining a flying pf 60 feet. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

While these wings are out, black raven feathers begin to fall all around you, bolstering you and your allies to fight further. You and allies within 30 feet of you gain 1d4 to attack rolls and saving throws, and gain bonus to armor class equal to half your proficiency bonus (rounded down). 

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Fateweaver

Beginning at 18th level, you can use the power of the Matron to enter in a prophetic state, using and weaving the threads of fate to your will. Using the epithetic power of the threads is far too powerful for mortal hands, but is still possible by the most powerful of sorcerers of the Duskmaven, albeit at a cost. 

As an action, you can enter the form of the Fateweaver for 10 minutes, and gain the following benefits:

- You gain the effects of the Foresight spell, by seeing all golden threads attached to the events around you. 

- You can choose a creature within 60 feet of you, and choose to do one of four options: Cut (Action), Pluck (Bonus Action), Move (Reaction), or Connect (Action, and ends Fateweaver). If you cut a creatures thread, they must make a wisdom saving throw or take 10d10 radiant damage and become stunned for 1 minute. If they succeed the saving throw, they take half damage and are not stunned and can make another saving throw at the end of each turn. If you choose to pluck at a thread, that creature makes their next ability check or saving throw at advantage/disadvantage (your choice). If you move a thread, you can choose to either; cause a saving throw to succeed or fail, or causing an ability check to succeed or fail. 

Connecting a strand of fate is the most important thing the Fateweaver can accomplish. When fate decides to connect two people/things together, those individuals are connected for the rest of their fleeting life. The connection could be anything from love, hate, rivalry or even family. However it is perceived, connecting the threads of fate is an insurmountable task. When you choose this option, your Fateweaver state ends immediately, and you roll a D100. If you roll under your current level, then the DM will decide how it will resolve. 

When the effect of Fateweaver ends, you gain 2 points of exhaustion. You can only use this form once per long rest.