Sorcerer
Base Class: Sorcerer

Your innate magic comes from a past encounter with death. Perhaps you survived an encounter with undead, a vampire's bite, a ghostly possession or a spectre's life drain. Maybe you have vampiric blood in your veins, or were possessed by a lich once. Maybe you had even died temporarily, and came deathly close with crossing the Ethereal.

Deathly knowing

All necromancy spells are known to you when you get stronger.

Revenant Blood

When choosing this bloodline, you gain resistance to necrotic damage. You also learn spare the dying and chill touch and it does not count against your number of cantrips known. You also gain +1 HP for each sorcerer level you take in this subclass. At level 10, you become immune to necrotic damage.

 

Revenant Blood

Immunity to Necrotic damage

Memories Of The Fallen

Also at 1st level, you gain the ability to access the memories of the deceased. By performing a 1 minute ritual on a corpse, you can gain insight on a memory of that creature you are searching for. This feature can only be used once per corpse.

At 6th level you can speak with dead by spending 2 sorcery points

Ghastly Reanimation

At 6th level, you start to gain more control over your necromantic magic for devastating effect. Whenever you deal damage using a necromancy spell, you add your Charisma modifier to the damage.

In addition, you can use your magic to begin reviving creatures. Whenever you kill a humanoid creature using a necromancy spell, you can choose to immediately spend 3 sorcery points to turn the creature into a Zombie or Skeleton under your command, as if you cast the Animate Dead spell on them. After 24 hours, if an undead you created using this effect hasn’t died, you must spend 3 sorcery points to maintain control of the Zombie, otherwise it becomes hostile towards you.

Deathly Aura

Starting at 14th level, undead ignores your presence and will not attack you unless you attack them. You no longer need to sleep, drink, or eat and you become an undead.

You can use magic to bring undead under your control, even those created by other casters. As an action, you can choose one undead that you can see within 120 feet of you. That creature must make a wisdom saving throw against your sorcerer spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 13 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Kingdom of the Dead

Once per day you can infuse the land 120ft around you with impure energy creating a domain of anti-life. You are able to add +1 die to you and your allies attacks, have advantage on all necrotic attacks,have resistance to fire, poison, radiant, and necrotic damage. you can cast all necromancy spells without material components. Within the Impure domain, those who have died in the domain do not rot and decompose. you can only raise them by spending 2 sorcery points.

is lasts only for an hour and goes away immediately. if you concentrate instead on this for 24 hours, the Unholy land becomes permanent. 

If your hit points hit 0 in an unholy land, you come back in d20 days within the center of the land. If you die outside of unholy land, you come back in 2d20 days. 

 

Monarch Of Undeath Bloodline Image

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