Exanimate
Beginning at 1st level, the fraying link with your own
mortality allows you to weaken that tether for others. As a
bonus action, you can attempt to place a death curse on a
hostile creature you can see within 30 feet of you. The
creature must succeed on a Wisdom saving throw against
your spell save DC or be cursed for 1 minute. A cursed
creature takes necrotic damage equal to half your sorcerer
level (rounded up) at the start of each of its turns, or twice
that amount if it has less than half its maximum hit points.
When a creature takes this damage, you can use your
reaction to siphon that life force for yourself, gaining a
number of temporary hit points equal to the damage dealt. A
greater restoration or remove curse spell ends this effect.
Once you use this feature, you can't use it again until you
complete a short or long rest.
Taste of the Grave
At 1st level, the inherent nature of your magic confers a
fleeting need for sustenance. You only need half the normal
amount of food and water per day.
Beginning at 14th level, you no longer need to eat or drink.
Delay Demise
Starting at 6th level, when you would be reduced to 0 hit
points but not killed outright, you can spend 2 sorcery points
to instead drop to 1 hit point.
Unlife Everlasting
At 14th level, you balance perfectly on the verge of oblivion.
You no longer need to sleep, you don't suffer the frailty of age,
and you can't be aged magically. For every 10 years that pass,
your body ages only 1 year.
Additionally, while you have less than half your maximum
hit points, you regain a number of hit points equal to half your
sorcerer level every hour. If you end your turn with 0 hit
points, you instead regain these hit points immediately.
Death Throes
At 18th level, you can use the moment of death as the fulcrum
from which the lever of your necromantic mastery can be
applied full force. As a reaction when a creature you can see
within 60 feet of you dies, you can force it to make a
Charisma saving throw. A creature cursed by your Exanimate
feature has disadvantage on this saving throw. On a failed
save, you take complete control of the creature's corpse for a
split second, compelling it to immediately take a single action
of your choice as if it were still alive.
Once you use this feature, you can't use it again until you
finish a long rest, or you expend 5 sorcery points to do so.
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