Base Class: Sorcerer
Your magic comes from your exposure to the plain of negative energy, a cold and dark place where everything alive in the universe will eventually go to die. Your soul should have been destroyed upon arrival here but instead the inate death energy of this realm transformed you into something else. You are no longer alive, yet you are not undead either; you can survive in both the worlds of the living and the dead, each one making you stronger in different ways.
Defensive Aura
At 1st level, as a bonus action you strengthen your body's link to the void, opening the thousands of tiny portals all over your own skin. You become enveloped by a cold ebony aura that lasts for 1 hour or until you dismiss it as a bonus action. You regain use of this ability after finishing a short rest.
Whilst this aura is active you gain the following benefits.
- You gain advantage on intimidation checks.
- You gain advantage on stealth checks made in partial or complete darkness.
- If you are within 5 feet of a light source, you absorb that light source and snuff it out.
- Any creature that touches you whilst your aura is active takes 1d6+your sorcerer level cold damage.
- You become immune to cold and necrotic damage.
- You gain resistance to fire and radiant damage.
Offensive Aura
Starting at 6th level, you now have enough control over your powers to keep hold of the energy you drain; rather than just being sent off into the void, that power is kept in a small reserve, when needed, you may access this energy reserve to aid you in battle.
You open a link to a miniature star within the void where you store the energy you drain, opening thousands of tiny portals along your body, you become enveloped in a fiery aura that lasts for 10 minutes or until you dismiss it as a bonus action. The flames are dim and can be whatever colour you prefer at 6th level, the higher your sorcerer level the brighter and more intense the flames become; by level 20 you are a beacon of bright white light that is almost impossible to look at directly. You regain use of this ability after finishing a short rest.
Whilst your aura is active you gain the following features:
- You gain advantage on intimidation checks.
- You shed dim light for 60 ft (At 14th level this becomes bright light for 60ft and dim light for 120ft).
- You have disadvantage on stealth checks.
- You can levitate up to 5ft off the ground at will.
- Any creature that touches you whilst your aura is active takes 2d8+your sorcerer level fire damage.
- You become immune to fire and radiant damage.
- Whenever you cast a spell that deals fire or radiant damage whilst your aura is active, the damage you deal is doubled.
- Whilst your aura is active you are weak to cold and necrotic damage.
Energy Barriers
Starting at 14th level, you are now so experienced with the Negative Energy Plane that you are now able to create barriers capable of blocking the void's power to consume warmth and life from things even within the void itself.
Once per day you may create either a temporary or a permanent barrier.
- Temporary Barriers:
- Wall
- Once per day you can cast the spell "Wall of Force" without consuming a spell slot or material components.
- Tunnel
- You can create a temporary tunnel through the void consisting of a circular tube of shimmering light, 15ft in diameter. The tunnel is always 120ft long regardless of how far apart the two points it links are. One end of the tunnel is located wherever you are standing when you use this feature, the other can be located at any location on any plane of existence that you have visited before. If you attempt create a tunnel to a place you haven't visited before, it is up to the DM to decide whether you are successful or whether you end up somewhere else. Any creature that moves through the tunnel gains a 60ft flying speed, the tunnel lasts for 1 minute or until you dismiss it as a bonus action, at which point the portals on either end of the tunnel close and the walls of the tunnel dissipate. Any creature left inside the tunnel when it dissipates will suddenly find themselves in the Plane of Negative Energy and be instantly killed, unless they are undead or otherwise immune to necrotic damage and does not need to breath to stay alive.
- Wall
- Permanent Barriers
- Island of Refuge
- You have enough control over energy to transmute some of it into matter, you create a small floating island, no more than 4x2 km across, the environment of the island can be whatever you desire. It exists somewhere in the Plane of Negative Energy, heated by its own miniature sun, protected by an impenetrable barrier keeping all the heat and life in, whilst keeping the various powerful undead out, if an undead creature does somehow find its way onto the island it is instantly destroyed unless you choose you provide it with a protective barrier. You can use the island as a place to rest or store items, whilst on the island you may also telepathically communicate with any of the powerful undead creatures that dwell in the void with you if you wish to seek their knowledge, although they are under no obligation to commune with you or answer you truthfully. If a creature attempts to lauch any sort of psychic attack through the barrier it is reflected back on to them and they take the damage.
- You may only maintain one permanent barrier at a time, if you create a second refuge the barrier around the first one will dissipate and anything on the island will be instantly killed unless it is undead or otherwise immune to necrotic damage and does not need to breath to stay alive.
- You may only visit your island once per day.
- If your body is killed, your soul will instantly return to your island refuge, where it shall remain unless there is another vessel there it can possess.
- Island of Refuge
Undead Allies
Starting at 18th Level, you can expand your Island of Refuge by up to 10 times its original size, turning it from a simple place of refuge into a mighty fortress fit to hold an army, with a radiant aura powerful enough to instantly destory any undead you choose. Your display of strength gains you the fear/respect of many powerful undead creatures, some of whom will give you gifts in exchange for not destroying them.
- Repository of Knowledge - An ancient magic user such as a lich may gift you ancient knowledge in the form of a vast library or magical stone containing the information you desire. Once per long rest you may visit your repository of knowledge, you may spend as long as you like here before returning to the exact place you left at the moment which you left it with one of two options:
- 1 spell from the wizard spell list which you can cast without material components or spell slots
- Information about 1 creature that has lived within the past 1000 years.
- Undead Armor - You are given a set of armour with a skeletal mask once worn by a powerful being that commanded legions of undead. The armour counts as light armour for you but heavy armour for any other creature. Whilst wearing the armour your strength stat increases to 15 (if it is not already higher) and you have disadvantage on stealth rolls. When not being worn, the armour can act independently of you during which time it takes on the stats of an Iron Golem. Whilst wearing the armour, any undead with a CR of less than 20 that is not currently hostile towards you must obey your commands, those that are currently hostile to you must make a DC 10 saving throw to resist each command you give them.
- At 20th Level you can reshape this armour to resemble either an elemental, fey, fiend or an aberration instead of an undead, when you do this you also relocate you fortress to a plane of which that creature is a native. When you do this, you lose your ability to control undead and instead gain control over the creature your armour now resembles.
Previous Versions
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Coming Soon
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