Sorcerer
Base Class: Sorcerer

This subclass offers a more direct narrative of the Necromancy theme of magic and gives it to the sorcerer. The themes of the class are resurrection of differen't types at varying strengths as you level. This subclass is balanced to change the idea that resurrection needs a high level spellcaster to work, but adds further consequences to it's use. 

Resist Death

Starting at 1st level, you become imbued with dark necromantic magic. If you or an ally would drop to 0 hit-points, you may imbue them with a spark of un-life. They have advantage on death saving throws they make, and they may reroll one death save of their choice after the roll is made but before the result is known. 

Once all uses of this feature are expended, you cannot use this feature again until you complete a short or long rest.

This feature gains additional uses at 6th level and 14th level.

Acceptance of Death

Starting at 6th level you have gotten closer to mastering your necromantic powers. You may sacrifice your health and mana to channel your dark necromantic energy, casting one of the following spells and spending 2 sorcery points. You must make a DC 11 CON saving throw as you cast a spell this way. On a failure you drop to 0 hitpoints and need to make death saves. On a success you take a number of d4 damage that is equal to twice the spell's level. 

Spells Learned: 

Animate Dead, Create Undead, Raise Dead and Spare the Dying. 

Deadly Lunge

Starting at 14th level, your power over the undead have increased dramatically. You lurch towards the undead around you, strengthening your allies and crippling your enemies. As a bonus action, you lurch toward an undead within a range equal to your movement speed +10. If the undead is an ally, it regains a number of d6 in Hit-Points equal to your CHA modifier and any excess becomes temporary Hit-Points. If the undead is an enemy, it takes a number of d6 force damage equal to your CHA modifier.  When you use this ability, make a DC 16 CON saving throw. On a failure you are dropped to 0 Hit-Points and you must make death saves. On a success the target is stunned if it's an enemy, or it gains a d6 on its next skill check, saving throw, or attack roll.

You can use this feature 3 times, you regain all uses of this feature upon completing a Long Rest. 

At 18th level you may also choose a target that is not an undead if they have recently been returned from the afterlife. The target must have been resurrected within a number of days equal to your CHA modifier + your Proficiency bonus.

Reverse Death

At 14th level, your power over the Necromantic Arts has sharpened even further. You can pull the life back into a dying creature around you. As a reaction, you choose yourself or any ally that you can see that has dropped to 0 hit-points. That target instantly succeeds on 3 death saves and is made stable at 1 hit-point, conscious. When you use this ability you are drawing necromantic power through you, causing a decay within, make a DC 14 CON saving throw. On a success the target of this ability gains 2d6 + your CHA modifier in hit-points. On a failure, your life energy is used as the cost of this power. You fall to 0 hit-points and are unstable, needing to make death saves. This power consumes a use of your Resist Death ability.

At level 20, a willing creature may sacrifice it's life-energy to aid in your magic. When a creature sacrifices itself this way, you do not consume a use of the Resist Death ability. If the creature sacrificed has less maximum hit-points then the target, you gain 1 point of exhaustion.

Enter Undeath

Starting at 18th level, you've learned to transcend at will into undeath, taking on the form of different undead creatures. As an action, you use the power within you to channel the energy of undeath, converting your body into another form. As an action you may transform into one of the following creatures, decaying your body into a state of undeath. You have the hit-points and all abilities of the creature as listed in the Source Material for the creature. When you are dropped to 0 hit-points in this form, you revert back to your normal form and you must make a DC 18 CON saving throw. On a success you return to the hit-points you were at before transformation and any excess damage is negated. On a failure you are reverted back to your normal form and take 3d8 damage in addition to any excess damage past 0. If you are not dropped to 0 hit-points, you can revert to back to your original form as a bonus action and will automatically revert after 2 hours.

Once you've used this feature you cannot use it again until you have completed a Long Rest.

Undead Choices:

Vampire

Lich

Specter

Wraith

Revenant (You choose your enemy when you transform, you must have dealt damage to or been dealt damage by the chosen creature.)

At level 20, you may use this ability as a reaction when you are dropped to 0 hit-points instead. When you do, you purge the life from your body and ascend into the chosen form. That form becomes your True-Form for a number of days equal to 1d12. If you would be dropped to 0 hit-points before the end of the time period, you would die as you would normally. While this form is your true-form you cannot be changed into your normal form by any means, and you are immune to the effects of the polymorph spell or any other effect that would alter your form unless its to another form of undead. You cannot use this feature in this way during the rolled number of days.

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