Base Class: Sorcerer
Death hasn't the grasp it should on you. in fact, something about the event that should have killed you has left you with something more. You can suffer blows that should have killed others, and even undo what might have been done. Could it be that you've only put off your untimely demise? Or can there be a way to undo what has happened to you, save yourself and the others along your path?
With how you came to be, there will no doubt be some trace of the grave or negative energy around you. Can you find yourself catching a whiff of old blood on yourself? Does your negative energy bleed on occasion, giving unearthly reactions to things around you? Consult the Limbo Effects table for a possible bleed of your power.
| d6 | Effect |
|---|---|
| 1 | Having fallen in the Red Fields, you've never quite gotten the smell of blood off you. |
| 2 | Lynched by the fervor of distrust, Paranoia makes your old wounds ache |
| 3 | Stricken down by magic, your wound glows when you cast your own |
| 4 | Buried in a shallow grave, the smell of the grave follows you. |
| 5 | Slaughtered like a lamb, your wounds and scars are the first thing thing many people see |
| 6 | Once an undead, your body's sudden revival leaves you with eyes like the dead |
Close to the Grave
1st-level Limbo Soul feature
Your near-death origin has marked you with persistent resistance to finality, Even fate hesitates to seal your end. You have Advantage on Death Saving Throws. In addition, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this part of the feature, you must finish a long rest before you can use it again.
Negative Surge
1st-level Limbo Soul feature
Your Magic empowers your body. When you cast a spell of 1st level or higher, you can choose to gain temporary hit points equal to your charisma modifier (minimum of 1). The amount of times you can do this is equal to your levels in sorcerer.
Deny the grave-keeper
6th-level Limbo Soul feature
The gravekeeper can wait for a bit longer. As a reaction, when a Creature fails a death saving throw within 30 ft. of you, you may spend up to your charisma modifier (minimum of 1) of your sorcerery points to grant the dying creature a d8 of temporary hit dice per sorcery point spent. These temporary hit points last for 1 minute.
Bring out the dead
6th-level Limbo Soul feature
The souls of that have passed beyond around you cling, desperate for one more moment of life. As a bonus action, you can summon a restless aura of dead souls that lasts for 1 minute or until you are incapacitated. all creatures within 15 ft. that you choose at the start of their turn must make a wisdom saving throw equal to your spell save or take 2d6 necrotic damage and use their movement speed directly away from you, avoiding dangers. on a successful save, the creature takes half the necrotic and doesn't move.
You can use this feature for free once per long rest, And can do so again, spending three sorcerery points instead.
Unburdened Flesh
14th-level Limbo Soul feature
You Remove the safeguards your body once had. As a bonus action, you can spend 1 or more sorcery points (up to 5) to embolden your flesh for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You gain a temporary Strength score of 16. Your muscles bulge and burn, ripping clothes or you grow in stature.
- You gain the extra attack feature, allowing you to attack twice with any melee or ranged item that allows so. As you do so, your muscles spark with negative energy, like black lightning.
- You gain a walking speed equal to twice your usual walking speed, Your legs straining and visibly cramping despite your speed.
- Your body, along with any equipment you are wearing or carrying, becomes durable and stiffened. Gaining a damage resistance to Nonmagical Slashing, Piercing, and Bludgeoning attacks. as you do so, your skin becomes pale and unearthly to peer at.
- You gain temporary hit points equal to 5 times the sorcerery hit points you spent on this ability, As well as ending any magically applied conditions that are affecting you. The Temporary hit points you gained are lost after the minute has passed.
Unwrite the end
18th-level Limbo Soul feature
This Will not Be the end. As an action, you target one creature you can see or that you have seen in the last minute. That creature must be within 120 feet of the space it last occupied. Choose a number of rounds up to your Charisma modifier (minimum 1). That creature is returned to the state it was in that many rounds ago, as if the intervening time had not occurred. this effect includes; Hit points, conditions, and ability scores, The effects of spells cast on them, and death, even if they were disintegrated or removed from the plane (so long as the location they last stood is visible to you and not within an antimagic field).
You cannot rewind exhaustion levels, Spell or ability usage or changes to other creatures caused by this target. Once you use this feature, you cannot do so again until you finish a long rest.
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