Base Class: Sorcerer
Created by u/SethBlackwood
Your power comes from an ancestor that walked heavens hallowed halls. But, for some reason, they lost their place and were cast out to the prime material, their interactions with mortals leading to your birth. This could be the aftermath of some grim conquest, or the result of genuine passion between them and a mortal. Regardless, those of your bloodline that are blessed with sorcerous talent are marked by a dark, but faint, halo that glows menacingly when you summon your power.
Fallen Power
Your ancestral tie to a fallen celestial gives you a natural talent for darker, more destructive powers often only seen in clerics. When you reach certain levels in this class you automatically learn spells of that dark nature. These spells count as a sorcerer spells to you and do not count against the number of spells you know.
|
Sorcerer Level |
Spells |
|---|---|
| 1st | bane, inflict wounds |
| 3rd | blindness/deafness, silence |
| 5th | animate dead, bestow curse |
| 9th | flame strike, insect plague |
| 11th | create undead, harm |
Dark Halo
At 1st level, you can use a bonus action to cause your ancestral halo to glow for 1 minute, giving you the following benefits.
- You gain resistance to necrotic and radiant damage
- When you roll a 1 on damage die for a sorcerer spell you cast, you can re-roll it once. You must use the new roll.
- When you reach 3rd level, you can cast your fallen celestial spells without expending a spell slot by spending sorcery points equal to the level of the spell +2
Once you summon your dark halo you can't do so again until you finish a short or long rest.
Decrepit Wings
At 6th level, you gain use of your ancestral wings. They are weaker than other sets of wings and do not allow you to fly and they only appear for a moment to give you short bursts of speed; this allows you to dash or disengage as a bonus action.
Fallen One's Devastation
At 14th level, when you cast a spell that deals damage, you can spend 2 sorcery points to increase the size of the damage die to one size greater. For example, you would cause d4's to become d6's, and d6's into d8's and so on. if a spell deals damage with d12's, you add 2 additional damage for each dice rolled instead. If your Dark Halo is active, you can spend an additional sorcery point to increase the dice size by two sizes instead.
Apocalyptic Halo
At 18th level, you finally master the dark power that courses through your veins. While under the effect of your Dark Halo feature, you are immune to necrotic and radiant damage. Additionally, you radiate an aura of menace while you're not incapacitated. The aura expends 30 ft from you in every direction, but not through total cover. Hostile creatures within the aura can't regain hit points, and lose all resistances.
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