Base Class: Sorcerer
There are two forms of necromancy: white and black. White necromancers, like the vampires of of Xenem Dynasty, believe that death is life’s partner. The two must work together in harmony. Black necromancers believe that life is the grand mistake of the cosmos. It is death’s purpose to snub all life out and to return the universe to its original state: bleak nothingness.
Those naturally imbued with black necromantic energies are known as Vivasectors, or black sorcerers. Enemies of life Vivasectors are never good. Furthermore, the hypocrisy of their own existence drives them mad. Nearly all Omerian sages fear the power of Vivasectors. Fortunately, the few that were discovered were destroyed before their powers could mature.
Devil’s Sight
Starting at 1st level, you can see in darkness, both magical and nonmagical, to a distance of 120 feet.
Dread Lord
Beginning at 6th level, you learn the animate dead spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 3 sorcery points or by expending a sorcerer spell slot of 2nd level or higher. If you cast it with sorcery points, you can maintain control of your creations so long as they start within 120ft of you.
Vampiric Spells
At 6th level, the pain you cause to creatures can heal you. When you hit a creature with a spell that does damage, you can spend one sorcery points to regain a number of hot points equal to two times the spells level.
Rebuke Undead
Starting at 14th level, you can command undead. As an action, target a number of undead creatures equal to your charisma modifier (minimum of 1) within 30 of you that can hear you. A target’s CR can be no higher then 3. The targets must succeed on a Wisdom saving throw, or they become rebuked by you. While rebuked by you, you can use a bonus action to mentally command each creature that you rebuked with this feature if the creature is within 60ft 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 guide 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 its task until completed.
The creature is under your control for 24 hours, after which it stops obeying your command you’ve given to it. To maintain control of the creature for another 24 hours, after which it stops you must use this feature again before the current 24-hour period ends. The creatures automatically fail their saving throw when you use this feature to remain control.
Once you use this feature, you can’t use it again until you’ve completed a long rest.
Undead Nature
Starting at 18th level, you take on the qualities of a powerful undead creature (but you are still a humanoid). You gain immunity to poison, and the poisoned condition, and you no longer require air, food, water, or sleep to survive. Although you don’t need to sleep, you can enter semiconscious stasis, which allows you to gain the benefits that a human does from 8 hours of sleep so long as you remain in stasis for 4 hours.
Additionally, your Rebuke Undead feature can now rebuke undead creatures of CR 4 or lower.
Undead Invisibility
Also at 1st level, you can use your bonus action to make yourself invisible to undead creatures. While invisible undead creatures can’t hear you either. Other types of creatures can still see and hear you. The effect last for as long as you concentrate (as if concentrating on a spell), up to 1 hour, or ends early if you attack or cast a spell.
Once you use this feature you can’t use it again until completing a long rest.
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