Some sorcerers are gifted or inherit power from great spirits, while others experience terrible magic in the womb that affects them for the rest of their life. However it is gained, this can grant them the necromantic power to harvest energy from those slain by their magic, and even control over the undead.
Inheritance of the Grave From 1st level, when you select this bloodline, you gain either Chill touch or Spare the dying as a bonus cantrip. Soul Harvest From 1st level, when you reduce a creature to 0 hit points with a spell of 1st level or higher, you can use your reaction to harvest the soul energy of one of the creatures slain, which is visible as a spectral energy that swirls around you momentarily. You can only hold one spirit's soul energy at a time, and for up to one hour before it dissipates. While you hold a spirit's soul energy, you start each turn with a number of temporary hit points equal to 5 + your proficiency bonus. As an action, you can choose to consume the spirit energy, restoring a number of hit points equal to 1d6 per point of your proficiency bonus. Once you have used this ability, you must finish a short rest before you use it again, unless you choose to spend 1 sorcery point to refresh it. Bonus Spells The secrets of necromantic energy trickle through your veins. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Arms of Hadar, ray of sickness Sorcerer level 3rd: Gentle repose, ray of enfeeblement Sorcerer level 5th: Animate dead, spirit guardians Sorcerer level 7th: Death ward, guardian of faith Sorcerer level 9th: Antilife shell, contagion Necromantic Affinity Starting at 6th level, you have resistance to necrotic damage. In addition, any time you are subject to necrotic damage from an attack, you can spend 1 sorcery point as a reaction to gain immunity to necrotic damage and resistance to bludgeoning, piercing, and necrotic damage from nonmagical weapons, until the start of your next turn. While this is in effect, your visage becomes haggard and pale, as if you are grievously wounded or dead. Wraith Form From 14th level, you can transmute your own form into a pure spirit form for a short time. As an action, you can polymorph into a Wraith for up to 1 hour. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 5 sorcery points. Necrotic Mastery From 18th level, your type changes to Undead, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. When you use a sorcery point to activate your necromantic affinity feature, you instead have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, when you spend sorcery points to use a metamagic effect on a spell, you can also choose to change the damage type of the spell to necrotic, at no additional cost. Also posted on Game Masters Stash on 11 November 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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