Sorcerer
Base Class: Sorcerer

Your innate magic comes from having a powerful ancient Lich as an ancestor. The nature of how this Lich passed on its power is a mystery, but as a result your blood surges with death magic and you have an innate ability to speak with the dead. While typical necromancers seek to control the dead through their physical remains, you reach out directly to the spirits of the dead to ask for aid and draw power from them. The power of death does not bend to your will through force, it willingly gives way to your natural affinity for necromancy and the relationships you form with the dead. 

 

Level 3: Death Mastery

The death magic in your blood allows to you avoid death when in danger. You have Advantage on Death Saving Throws. If you are brought below 1 Hit Point you can spend 2 Sorcery Points or a spell slot of any level to make a Death Saving Throw immediately. On a success, you regain Hit Points equal to twice your Sorcerer level. On a failure, nothing happens and the failure does not count towards the total number of failures needed to kill you.

 

Level 3: Lichborne Spells

When you reach a Sorcerer level specified in the Lichborne Spells table, you thereafter always have the listed spells prepared.

Lichborne Spells
Sorcerer Level Spells
3 Bane, Unseen Servant, Ray of Enfeeblement, Gentle Repose, Chill Touch
5 Spirit Guardians, Animate Dead
7 Death Ward, Banishment
9 Raise Dead, Contagion

 

Level 6: Boons of the Dead

Your Lich ancestry allows you to reach out to the spirits of the dead and draw upon the power they had in life to use as your own. You lean the Speak with Dead spell and can cast it without spending a spell slot a number of times equal to your Charisma modifier. You regain all expended uses when you finish a Long Rest.

When you cast Speak with Dead you can gain a boon from the Boons of the Dead table after the spell ends based on the identity of the spirit within the corpse. If the spirit’s identity is unknown you roll a d8 to decide. When you gain a boon it lasts a number of days equal to your Charisma modifier or until you die. You can have up to 2 of these boons at a time, and if you gain a third boon you can decide which boon to replace. You cannot have the same boon more than once.

 

Boons of the Dead

1

Warrior

You have Proficiency with Martial Weapons, and gain a bonus to weapon attack and damage rolls equal to your Charisma modifier.

2

Scholar

You gain a +2 bonus to your Spell Save DC, and you have Proficiency and Expertise in Investigation.

3

Mage

You gain a +2 bonus to your Spell Attack rolls, deal an additional 1d6 damage with Sorcerer spells, and you have Proficiency and Expertise in Arcana.

4

Scoundrel

You can make an attack with a weapon as a Bonus Action after using your action to attack or cast a spell, and you have Proficiency and Expertise in Sleight of Hand.

5

Protector

You gain a +2 bonus to your Armor Class, Advantage on Constitution saving throws, and you have Proficiency and Expertise in Survival and Intimidation.

6

Merchant

You gain Advantage on Charisma saving throws, and you have Proficiency and Expertise in Insight and Persuasion.

7

Mystic

You gain a +2 bonus to saving throws made against spells, and when you finish a Short Rest you can regain an expended Level 1 spell slot or 2 Sorcery Points.

8

Traveler

You gain Advantage on Wisdom and Dexterity saving throws, and you have Proficiency and Expertise in Stealth and Perception.

 

Level 14: Dreams of the Fallen

You have learned to draw more power from the spirits of the dead using their regrets and ambitions. If you spend 3 Sorcery Points when you cast Speak with Dead you can gain a second boon from the Boons of the Dead table based on an unfulfilled dream of the spirit. If the spirit’s dream is unknown or forgotten you roll a d8 to decide. You can now have up to 4 of these boons at a time, and if you gain a fifth boon you can decide which boon to replace.

In addition, you can sacrifice a boon to use your Death Mastery feature without spending Sorcery Points or a spell slot.

 

Level 18: Death March

Your power over the spirits of the dead has reached its peak, allowing you to call on them to help fight your enemies and protect your allies. When you use a spell to deal damage to a creature or give it a condition you can call on spirits of the dead to drag the creature to the afterlife if it is not an Undead (no action required).

The creature takes 6d12 Necrotic damage and must make a Constitution saving throw against your Spell Save DC. On a failed save the creature is Incapacitated and transported to the afterlife until the end of your next turn. When the creature returns it becomes Frightened of you and your allies until the end of its next turn.

You can use this feature once before needing to finish a Long Rest to do so again unless you spend 6 Sorcery Points to regain your use of it (no action required).

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes