Sorcerer
Base Class: Sorcerer

Born as the illegitimate child of the Grim Reaper, a Child of Undeath realizes their dark potential early on, but only begins their transformation late into their age. Children of Undeath can raise the dead on a whim depending on their emotions. You have a natural knack for necromancy spells, and as time goes on, the Grim Reaper realizes their mistake and begins to give you the tools to ascend to complete undeath. Eventually, you become a dark purveyor of death, with many of the properties of a ghost or wraith. 

Children of Undeath are feared by the immortals the higher and higher they ascend. Some descend into madness as their very essence is converted to nothing but the bare soul.

Divine Spells

At 1st level, you gain access to certain spells that bring you closer to your divine blood. You gain access to the following spells:

Ancestor of Death

At 1st level, when you get a critical hit with an attack roll, you regain 1d4 sorcery points. You get critical hits on rolls of 19 or 20 for spell attacks that deal necrotic or radiant damage, and when you cast a spell upon a creature that requires a saving throw, and such a spell deals necrotic or radiant damage, that creature has disadvantage on its saving throw. Whenever you receive damage from weapon attacks or spells, you regain 2d4 spent sorcery points. 

Necrotic Defense

As necromantic magic flows through your body, it causes physical traits of your divine heritage to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, your skin begins to gray or lose color, and your blood takes on a bronze sheen. You also gain a bonus to your armor class equal to your charisma modifier.

Affinity for Chaos

Starting at 6th level, if you take damage from an attack; make a Wisdom saving throw (DC 9). On a failed save, hundreds of undead arms rise from the depths of the earth within a 60 ft. radius centered on you and grab at all creatures within this range, attempting to drag them down underground for 1 minute. The ground in this radius is considered difficult terrain for the duration and all creatures must make a DC 10 Dexterity save or be considered grappled (Escape DC 10 strength), taking 1d6 piercing damage in the process. 

By the end of the duration, if a creature is still grappled by these arms, they are sucked underground and have their hit points immediately reduced to 0, but can dig themselves up out of the ground if they succeed their death saves. Only you are excluded from this effect. 

Undead General

Starting at 6th level, as a bonus action once per long rest, you can summon up to two medium or smaller undead with a CR equal to half your level (rounded down) or lower. These Undead are friendly to you and your allies and follow your orders to the best of their ability. These undead vanish once their hit points are reduced to 0. 

At 10th level, all attacks made by your undead soldiers count as magical. 

Wretched Funeral

At 14th level, you gain the ability to tear through the earth as if you were emerging from the grave for the first time. You gain a burrowing speed equal to your walk speed and also gain resistance to necrotic damage. 

Your hair, if you have any, now takes the form of billowing smoke that is rooted at the scalp and trails behind you as you move. Your eyes also glow any color of your choice and emit dim light. You have advantage on charisma checks and saving throws.

Wraith

Starting at 18th level, you gain a flying speed equal to your walking and burrowing speed. Your hit point maximum increases by +5 per level, and you can additionally move through solid objects as if it was difficult terrain. If you end your turn inside an object, you take (4d10) force damage.

Previous Versions

Name Date Modified Views Adds Version Actions
7/14/2021 8:45:32 PM
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