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Sorcerer |
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Sorcerer: Sorcerous Manifestation: Grave Walker |
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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. |
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Grave Walker Features |
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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. |
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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. |
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