Sorcerer

 

Sorcerer: Sorcerous Manifestation: Grave Walker

These sorcerers wield magic drawn from the other side, shaped by encounters with death itself. Their power may stem from resurrection by unstable magic, being buried alive, or dwelling among the undead.

 

Grave Walker Features

Grave Magic

If you expend sorcery points to cast a spell from the ‘grave walker’ spell list, you or an undead creature within 30 feet of you gain a number of temporary hit points equal to your Charisma modifier + twice the spell’s level. Alternatively, if the spell is one that already grants temporary hit points, you can instead have the spell grant additional temporary hit points equal to twice the spell’s level.

When you finish a long rest, you can replace one of these spells with another spell instead of replacing one of your sorcerer spells. When you replace one of these spells, the new spell must be a divination or necromancy spell from the arcane spell list.

 

Death Manifestation

Beginning at 3rd level, your body starts to take on features associated with the living dead. Your skin may decay or turn pale. Your eyes become hollow and black, or maybe maggots slither across your skin.

You gain the following ability:

          Strength of the Grave. Your existence in a state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

You can only use this ability once between long rests, unless you spend 1 sorcery point to use it again.

 

Grave Walker Spells

Sorcerer Level

Spells

3

Disrupt spirit, false life, borrowed knowledge

4

Gentle repose

5

Animate dead

6

Feign death

7

Summon undead spirits

8

Phantasmal killer

9

Animate monster

Walking Dead

At 10th level, you take on more traits of the undead, granting you the following benefits:

          You have resistance to necrotic damage

          Your hit point maximum can’t be reduced,

          You can regain a point of exhaustion after a short rest.

          You have advantage on saving throws against any spell that has no effect on undead creatures (such as hold person).

In addition, you can use a bonus action to target one undead creature (or yourself). Until the end of its turn, the target can move through other creatures and objects as if they were difficult terrain.

The creature takes 1d10 force damage if it ends its turn inside an object and is immediately shunted to the nearest surface.

 

Hounds of Ill Omen

Beginning at 14th level, you learn the pack call spell. You can cast this spell once as an action without expending a spell slot, though its duration is reduced to 1 minute and it does not require concentration when you cast it like this. When you cast call pack with this feature, the creatures you summon are undead instead of beasts and have resistance to all damage except force damage. Other creatures have disadvantage on saving throws against your spells when they are within 5 feet of one of the summoned creatures.

Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.