Sorcerer
Base Class: Sorcerer

Your soul is linked those within the dark pits of the abyss. This dark link lets you bend the weave to cast spells and create a soulforger weapon. With your soulforger weapon in hand you transmogrify the bodies of the dead into vessels for twisted creatures of the night. This practice is similar to necromancy however the resulting creature is alive, rather than the foul mimicry of life bestowed upon a corpse by necromancy. The practice of Soul Forging requires the user to be living and not undead due to their lack of a soul.

Forgemaster's Tools

Your link to the abyss has granted you abilites to allow you to become a forgemaster. You gain proficiency with martial weapons and can channel your powers into a dark ritual to create a forging weapon.

Whenever you finish a long rest, you can touch one melee weapon that you are proficient, turning it into a soulforger weapon. The weapon gains the benefits of a Hellfire Weapon, which you can use as a spellcasting focus for your sorcerer spells and use your Charisma modifer for the weapon's attack and damage rolls, instead of Strength or Dexterity. 

 

Soul Forging

You can read, write and speak Abyssal and Infernal.

In additon, when you reach 3rd level in this class you have gain the ability to soul forge. You can channel a Lemure into the body of a creature you have slain. As an action, you can touch the body of a humanoid on 0 health or the body of a dead humanoid and spend 3 or more sorcery points up to a maximum shown in the night creature table to transmogrify the body into a Night Creature using the statblock below. You can control a number of night creatures equal to your charisma modifier (minimum of 1) after which you cannot forge any more until one dies. The night creature is friendly to you and your allies.

In combat the night creatures share your initiative but take their turn directly after your's. On each of your turns, you can use a bonus action to mentally command any night creature you control if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Night Creature

Armor Class 11 + the sorcery points spent (natural armor)

Hit Points equal the night creatures Constitution modifier + your spellcasting ability modifier + three times the sorcery points spent

Speed 43 ft.

STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
4 (−4)
WIS
10 (+0)
CHA
5 (-4)

Damage Resistances Cold

Damage Immunities Fire, Poison

Condition Immunities Charmed Frightened Poisoned

Senses darkvision 120 ft., passive Perception 10

Languages understands the languages it knew in life, infernal and abyssal but can't speak

Devil's Sight. Magical darkness doesn't impede the night creature's darkvision.

 

Actions

Multiattack. The Night Creature makes a number of attacks equal to half the  the sorcery points spent (rounded down).

Rend. Melee Weapon Attack: +3 + the sorcery points spent, reach 5 ft., one target. Hit: 1d6 +  the sorcery points spent piercing damage.

Night Creature Table

Sorcerer 
Level
Maximum Sorcery Points per night creature
3rd 3
7th 4
9th 5
11th 6

Abyssal Secrets

Starting at 6th level, you can speak with night creatures to gain insight into their forgotten knowledge.

Once per long rest,  you can spend one minute to establish a telepathic link to a night creature you control to ask it up to five questions. The night creature knows only what it knew in life. Answers are usually brief, cryptic, or repetitive however the night creature will answer truthfully. 

Gift of the Night

Starting at 14th level, you gain supernatural abilites similar to those of a night creature.

Magical darkness no longer impedes your dark vision, you gain resistance to fire, cold and poison damage and you can cast alter self spell at will but only use the Natural Weapons part of the spell.

Forgemastery

At 18th level, you have become an adept forgemaster capable of summoning and controlling many night creatures.

Your soulforger weapon gains a mgic bonus of +3 if it doesnt already. You can summon and control a number of night creatures equal to double your charisma modifer and your night creatures can now be small, medium, large or huge.

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