Base Class: Sorcerer
Many sorcerers can boast of rare and exotic sources of their arcane might. Some claim dragons, fey creatures, even celestials or demons. You, however, are different. An outsider among outsiders, you have been touched by the decaying influence of death and carry with you its grim legacy.
Magic of Death
Your connection to death grants allows you to learn most spells of the necromancy school. Only spells that involve returning the dead to life are denied as death is what you ultimately serve.
Form of Death
Starting at 1st level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.
At 6th level, you gain advantage on saving throws against being stunned, paralyzed, or poisoned. In addition, you gain advantage on saving throws against any form of disease and cannot be magically put to sleep.
Once you reach 14th level, you become resistant to cold, lightning, & necrotic damage and you become immune to bludgeoning, piercing, and slashing damage from nonmagical sources.
Upon reaching 18th level, you become immune to poison damage. Additionally, you become immune to being charmed, exhausted, frightened, paralyzed, or poisoned.
Fortitude of the Dead
At 6th level, you gain advantage on saving throws against being stunned, paralyzed, or poisoned. In addition, you gain advantage on saving throws against any form of disease and cannot be magically put to sleep.
Resilience of the Dead
Once you reach 14th level, you become resistant to cold, lightning, & necrotic damage and you become immune to bludgeoning, piercing, and slashing damage from nonmagical sources.
Tenacity of the Dead
Upon reaching 18th level, you become immune to poison damage. Additionally, you become immune to being charmed, exhausted, frightened, paralyzed, or poisoned.
Touch of Death
Starting at 6th level, you gain the ability to channel necrotic energy through your body and infuse it into a melee attack. Make a spell attack roll against one target. On a hit, you deal necrotic damage to the target equal to 1d8 + your CHA modifier. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
At 11th level, your Touch of Death attacks allow you to regain hit points equal to half the amount of necrotic damage you deal on a successful hit.
Upon reaching 17th level, a target of a successful Touch of Death attack must make a successful CON save or have their hit point maximum lowered by the mount of damage dealt by the attack. You regain hit points equal to the amount of damage your attack dealt.
You may use this ability a number of times per day equal to your CHA modifier.
Command of Death
Starting at 14th level, you can an action to channel necrotic energy. Each undead creature that can see and hear you within 30 feet must make a WIS saving throw. On a failure, that undead creature is charmed for 1 minute. You may use your action to give the charmed undead a simple command, such as "move over there", "attack that creature", etc., which they will follow so long as it does not end the charm effect. You cannot use this ability again until after a long rest. Consult the table below to see how powerful an undead creature you can affect with this ability.
|
Sorcerer Level |
Command Undead of CR ... |
|---|---|
|
14th |
3 or lower |
|
16th |
4 or lower |
|
18th |
5 or lower |
|
20th |
6 or lower |
Apotheosis of Death
At 18th level you discover the secret to everlasting power in undeath through the process of becoming a lich. As the first step in this process, you construct a special vessel to carry your soul, a phylactery. This must then be powered by trapping souls within to fuel the magic that will sustain your body in undeath. This is done by casting the imprisonment spell (granted by this feature). Instead of choosing one of the normal options of the spell, the spell magically traps the target’s body and soul inside your phylactery. You must be on the same plane as your phylactery for the spell to work. Your phylactery can hold one creatures at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases the creature imprisoned within it.
To complete the transformation, you must have a creature trapped in your phylactery and perform a special ritual that takes one hour complete and requires material components worth at least 25,000 gold pieces. Once all these conditions have been met, you complete your transformation into a lich. Your type becomes undead and your hit dice become d8's (which must be rerolled immediately). As an undead creature, you can no longer benefit from cure wounds spells or any other healing spell that cannot affect undead. However, you do regain hit points in normal fashion during both short and long rests. You also gain the ability to regenerate your body in the event of its destruction, so long as you still possess an intact phylactery. Your body slowly reforms in 1d10 days, appearing within 5 feet of your phylactery with full hit points and all features as though you had just completed a long rest.
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