Base Class: Sorcerer
Your innate magic comes from a unique connection to a realm of Death or the negative energy plain. There can be many ways your soul has established this kind of connection.
Something went wrong during your birth, and now your life essence is bound to one of the death realms. An evil witch cursed you, tearing your soul apart, and now part of your soul dwells forever in the negative energy plane. Perhaps one of your ancestors was a powerful lich or a vampire, or maybe they were a deranged necromancer, doing experiments on their own body or even their offspring, injecting mysterious powers to the bloodline. Maybe you were granted these powers because a god of the death domain blessed you? Or maybe one of your ancestors struck a bargain with Orcus, the prince of undeath.
Linked to the Beyond
Your soul dwells in the border between life and death, creating a unique connection to the lost and forgotten and granting you control over the cosmic forces of life and death. the spell list from which you can choose spells to learn is now expanded to all necromancy spells. Additionally you learn the following spells as you gain levels in this class. These spells don't count against your number of spells known.
| Spell Level | Spells |
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4th |
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5th |
Necrotic Detection
Your connection allows you to sense life essence around you. Beginning at level 1, you can use an action to concentrate and gain Necrotic Detection, granting you for a minute the ability to sense within 10 feet of you all living, undead, and dead creatures that died no longer than 10 days ago (you can sense for how long they were dead), and you know which is which. You cannot sense constructs this way. you can use this feature a number of times equals to your charisma modifier (minimum of 1).
When you reach level 12, Necrotic Detection also allows you to sense dead creatures regardless of how much time they were dead. Additionally you can sense the type of soul those creatures have, giving you information of the creature's race (dragon, elf, beast, demon, celestial, fey etc...).
Harbinger of the Dead
When you reach level 6 in this class, your connection to death and undeath strengthens. Summoning or creating undead creatures no longer requires metallic components that have no cost. in addition you can spend 3 sorcery points to make those spells have a casting time of 1 action, and require no concentration. If you cast the spell above the minimal required level, you need to spend 2 sorcery points for each additional level.
Finally, any undead creatures that you control gain your charisma modifier to attack rolls while they are within 60 feet of you.
The undead hear your command and obey.
Soul Tap
When you reach level 6 in this class you learn how to tap into your soul and draw upon the very life force that sustains you, converting it into magical energy you can use. As a bonus action on your turn, you can gain spell slots by taking 6 damage for each spell slot you want to gain. This damage cannot be reduced by any way. Between long rests, you can gain spells slot using this feature a number equals up to half your sorcerer level, and no spell slot can be above level 6. If you use this feature above the limited amount, you gain 1 point of exhaustion for each spell slot gained above the maximum.
Consumption
Beginning at level 14, the never ending hunger of the Death Realm lingers with you, allowing you to devour life essence with your magic. When you deal necrotic damage with a spell you can spend 2 sorcery points to regain hit points equal to half the necrotic damage dealt by the spell. You can use this feature when casting cantrips without expanding sorcery points.
Unliving Body
Upon reaching level 18 the negative energy constantly coursing through your body twists and corrupts it.
you gain immunity to necrotic damage, and undead creatures of an intelligence of 6 or lower don't consider you hostile unless you attack them. You no longer need to eat, breath, drink and sleep. You have no pulse and no body warmth, granting you resistance to poison damage and advantage on saving throws against being poisoned.
Previous Versions
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