Base Class: Sorcerer
This path of a sorcerer was given as a gift from a higher being known as Deaths Infection. Whether you were seeking it or interacting with another who happened to have already been infected by this entity, either way, this voice in your head always tells you that these gifts are to help you forge your path or destiny, whatever that may be, but it remains to be seen. After the infection's process, you feel odd, as if you've possessed this vessel for thousands of years; however, you've only been alive ever since your birth or been awaken as an infected dhampir. With this power seeping through you, you think at first you have enhanced hearing. However, it's something more. You can hear all these whispers of the dead all around you. But you're not sure who or what they are or where they're coming from. You've also gained an odd connection to the surrounding nature, almost like a druid, but it's more like a drive to take away its life energy or modify it to your benefit when the time comes. Many parasites are crawling inside of you at all times. However, it doesn't bother you. If anything, it feels familiar.
Not many essentially live having part of this unknown entity inside them. But, if they do, they are either awakened as an infected dhampir with no memory of who they were previously under the parasite origin. Or, by the off chance you don't ultimately become a fully infected descendant, you gain traits related to the dhampir race with a faint memory of the process of acquiring these abilities.
This subclass is mainly seen from dhampirs under a parasitic origin that has interacted with this entity. However, other races have encountered and have been contaminated by either the descendants or the entity itself and have gained two dhampir-like features.
If you're not a dhampir by nature, roll 2d4 to gain the following traits:
- Darkvision - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
- Deathless Nature - You don't need to breathe.
- Spider Climb - You have a climbing speed equal to your walking speed.
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Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit.
Once you rolled the two traits, it's now a part of you and cannot change them under any circumstance.
Unnatural Gifts
Starting at 1st level, you gain dark vision of 90 feet; however, your vision becomes grey with green and yellow hints when it gets dark (you can use one sorcery point to see through the spell darkness.) You also gain the spell Diseased by blood.
When you reach out and focus hard enough, succeeding in your wisdom save, you can listen and speak to an individual who hasn't passed on and are stuck in the physical plane.
- You can keep a spirit for 5 minutes per sorcery point used.
- Make an arcana check DC of 10 to be able to see the spirit.
At the 2nd level, as you continue to walk the earth, you seem to grow a stronger connection to the surrounding nature, and you gain the spell Roses Entanglement.
At the 3rd level, you have officially gained a connection within the surrounding wilds; however, this connection turns into an odd craving. You can manually recharge one of your sorcery points by draining life from any living vegetation.
- Plant creature: 1d4+ necrotic damage, Must be within melee range to take effect.
- Regular vegetation: Plants within 5 feet of range suddenly turns dark, old, and rotten with odd lights lightly glowing from the area.
- You can only do it twice per long rest.
You also gain the spell Deep Smog.
Hollow friends
At 6th level, With you already hearing the constant distant whispers of those who have passed, you have gained a few skills along the way from listening to their words. You are now proficient in making tiny voodoo-like dolls with weevers tools. You can also make a bonus action to spend two sorcery points to make an arcana check to see how strong a spirit you can temporarily summon within a nonliving object to help aid in battle.
The attack range is 35ft.
- Large spirit (3d6 psych damage): 17-20
- Medium spirit (2d6 psych damage): 9-16
- Small spirit (1d6 psych damage): 1-8
Memory Smog
You begin to hear a voice within your head aside from all the distant whispers. This voice is sounds, familiar somehow as if it's from a distant memory. It is telling you- no. It is slowly reminding you of your true potential.
You can emit a deep black smog that acts as the spell darkness of 60ft; however, anyone who enters the fog and fails the constitution saving throw gains exhaustion points until they fall unconscious or die. Once they fall, they get a chance to be infected by the same parasites that have initially been living inside the caster. (If the character fails, their death saves within the smog. They are immediately infected at 16-20.)
Roll a d20 to see how effective the infection is.
- 1-10: They begin to become cold to the touch, but nothing has really changed
- 11-15: Over time, they gain two features of a dhampir (roll 2d4s), and they get a faint memory of what just happened.
- Darkvision - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
- Deathless Nature - You don't need to breathe.
- Spider Climb - You have a climbing speed equal to your walking speed.
- Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit.
- 16-20: Over time, they are turned into a dhampir with no memory and gain one sorcerer level within this subclass only.
Soul of Infected Nature
At the 18th level, you can modify dead vegetation to become creatures you control to have a quarter to a half of the creature Death's Infection's capabilities. Or become one of the two forms of the creature, Death's infection.
(yet to be finished)
Previous Versions
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8/30/2021 9:11:54 PM
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