Sorcerer
Base Class: Sorcerer

In the dark corners of the world, where death and decay are feared, there are those who see beyond the veil of mortality. The Deathmender is a sorcerer who draws their power from the boundary between life and death, weaving necromantic energies not to bring ruin, but to protect and heal. These sorcerers are often misunderstood, their eerie presence and unsettling abilities making them feared by those who do not know them. However, to their allies, they are a beacon of hope in the darkest of times.

The Deathmender is a master of life transference, using necrotic energies to shield allies, heal wounds, and even cheat death itself. They are accompanied by ghostly guardians and undead servants, which they can sacrifice or channel to empower their healing abilities. Though their powers are steeped in the macabre, their purpose is noble: to safeguard the living by commanding the forces of death.

Their appearance often reflects the nature of their magic, with putrid, decaying skin and auras of necrotic energy. Yet, beneath this unsettling exterior lies a heart that beats with compassion and a desire to protect. The Deathmender stands at the crossroads of life and death, wielding the powers of the afterlife to preserve the living. Their journey is one of balance, maintaining the delicate equilibrium between saving lives and embracing the inevitability of death.

Putrid Gift

3rd Level Subclass Feature

Your necromancy gifts allow you to transfer your own and your summon's life force to others.

As a Bonus Action, choose an ally within 30 feet of you to transfer hit points to, rolling as many d4 as your proficiency bonus.
You can do this as long as you have temporary hit points or your character has regular HP to transfer. If you roll a number higher than your remaining HP, you fall unconscious.

At level 8, the die rolled increases to a d6, at level 12 to a d8, at level 16 to a d10, and at level 20 to a d12.

The Severed Self

3rd Level Subclass Feature

At 3rd level, when you choose this subclass, a fragment of your body, soul, or essence detaches and coalesces into a Severed Self, a necrotic extension of yourself that acts as both protector and conduit for your will. This companion may take the form of a rib-born husk, a malformed twin, a bony wight stitched with celestial sigils, or any other form that suits your nature.

  • Your companion is not a separate creature with its own initiative, stats, or actions. Instead, it is treated as a displaced manifestation of your own body.
  • When you summon it (as a bonus action), choose an unoccupied space within 30 feet. It lasts until you dismiss it (no action), it is destroyed, or you finish a long rest.
  • The summon grants you a pool of temporary hit points. While it persists, you may:
    • Use your unarmed strike or a melee spell attack originating from the companion's space instead of your own.
    • Use your reaction to intercept a single melee or ranged attack within 5 feet of the summon, causing the damage to apply to the summon’s temp HP instead of the target.
    • Use your action to manifest the summon's form, rolling 2d4 to replenish the summon's health up to its maximum.

Your summon's HP, tracked as your temporary HP equal to 5 + your proficiency bonus + your constitution modifier. You can re-summon your companion twice per short rest at full HP. Re-summoning it removes the temporary HP you received from it and is not additive. 
The base HP for the temporary Hit Points increases to 10 at Level 6, to 15 at level 10 and 20 at level 16.

 

 

Veilrend

6th Level Subclass Feature

As an action, you can tap into the life energy around you or around one of your summoned creatures. You can then choose to transform the energy into a healing or harmful effect towards one creature within 10 ft of its origin point for the amount of current temporary hit points you have collected. An enemy target who you want to arm needs to make a constitution saving throw against your Spell save DC. On a save, the target only takes half damage.

Necrotic Surge

14th Level Subclass Feature

Whenever you or an ally heal using one of your necromancy-based abilities, you can choose to immediately boost the effect by spending 1 or more sorcery points. For every sorcery point spent, roll an additional d6 and add it to the healing or temporary hit points granted. Alternatively, you can choose to convert that healing into necrotic damage dealt to a nearby enemy within 30 feet.

Wraithful Guardian

18th Level Subclass Feature

Once per long rest, you can turn one of your summoned Undead into a wraith-like guardian from the Shadowfell to protect you and your allies for 1 minute. The guardian hovers above the battlefield, granting all allies within 30 feet of you resistance to necrotic damage and the ability to deal additional necrotic damage equal to your Constitution modifier on weapon or spell attacks. Additionally, whenever an ally within 30 feet is healed, they also gain temporary hit points equal to half the amount healed.

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