Base Class: Sorcerer
As long as you recall having magical ability, your powers felt more than just an innate calling, you felt it in your soul. In your blood, your bones, inside the very fabric of what makes you a living being. You now channel that same energy within your magic, calling upon the very essence of your life force to destroy foes and empower yourself and possibly your allies. Not only does it have the power to annihilate but the power to embolden, as every foe you strike down you feel yourself become reinvigorated. You create this cycle of life and unlife, to use your own essence to steal or empower the vitality of others.
Level 1: Life Detection
Starting at the 1st level, you can magically sense every living creature within a 30ft radius of you. This extra sense ignores all magical and physical barriers, but it is stopped by magical items or spells that stop magic. If you are not directly aware of the creature's presence (invisibility, ambushes, etc.) then you must pass a perception check with advantage with a DC equal to the passive stealth score of the affected creature to become aware of their location.
Enhanced Vitality
Your powers have granted you a strengthened vigor. Starting at 1st level, you have 8 + your Constitution Modifier hit-points and your future hit-dice are replaced with 1d8s instead of 1d6s.
Extended Spell List
You learn additional spells when you reach certain levels in this class. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Sorcerer Level 1st: Inflict Wounds, False Life
Sorcerer Level 3rd: Melf’s Acid Arrow, Wither and Bloom
Sorcerer Level 5th: Life Transference, Vampiric Touch
Sorcerer Level 7th: Blight, Evard’s Black Tentacles
Sorcerer Level 9th: Awaken, Enervation
Level 6: Energy Siphon
Starting at the 6th level, you have learned how to channel your powers to reinvigorate your body or to empower your spells.
You can use your bonus action to expend sorcery points to then regain hit-points. When you use this feature, you regain hit points equal to 1d8 + Charisma Modifier for every sorcery point you spent on this bonus action (minimum 1).
Blood Rush
Starting at the 6th level, you can taste the life force of enemies on your battlefield, and it fills you with power. At the start of combat, for every enemy on the battlefield, gain +1 Initiative. Additionally, gain +5 Movement Speed for the first round of combat for every enemy on the battlefield.
Furthermore, whenever an enemy above 1/8th CR level dies in combat, you gain +5 Movement Speed until the end of the combat. This can only happen an amount of times equal to your charisma modifier in a single combat (for example, having a +4 to charisma means you can max out at +20 speed after 4 enemies die in a single combat).
Additionally, whenever a creature dies in combat, you consume their life essence. You regain hit-points equal to that creatures CR level multiplied by your charisma modifier. This number is rounded down if your calculation is less than or equal to 0.5 and rounded up if it is greater than 0.5. If a creature has no CR level, it is up to the DM's discretion as to how much HP you recover. This ability does nothing when a construct or a conjured creature dies
Level 14: Perfected Symbiosis
Starting at the 14th level, you can temporarily alter your powers to enter a pure cycle of perfect harmony between consuming and expelling the essence of other creatures. You can use a bonus action to enter a form of unimpaired power for a minute that recharges once every long rest.
While in your transformed state, you gain resistance to all non-magical physical attacks. Additionally, enemies that die in combat within 30ft of you give you double the healing and movement speed bonus from your Blood Rush passive.
At the start of your turn (and when casting this), you can choose between two options. You can either take 3d8 necrotic damage and heal all allies in a 30ft radius for the same amount of damage taken, or you can deal 2d8 damage to all enemies in a 15ft radius around you and heal for all the damage dealt to all enemies in the radius. You are not healed if the damage is dealt to a construct or a conjured creature and you cannot heal constructs or conjured creatures with this ability.
If you are put on death saving throws while under the effects of this spell, you cannot use your start of turn options but will remain in the form for the full duration. Additionally, you can use 7 sorcery points to recharge this ability before long rest.
Level 18: Revitalize
Starting at the 18th level, you gain the power to bring your allies back from the dead.
For an action, you can take 8d8 necrotic damage to try and revive an ally that has died in the last minute. This spell has a range of 20ft, requires sight to cast, and refreshes on long rest. If successful, the ally comes back to life with an amount of HP equal to the damage you took from this spell to revive them. You can also use this spell on allies that are on death saving throws to bring them back up with a recovered amount of HP equal to the damage you took from casting this spell. This feature recharges on long rest, however you can use 9 sorcery points to use it again.
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