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Deathtouched

Ghostly Body

Starting when you choose this origin at 1st level, your body becomes imbued with dark power. Your hit point maximum is increased by 1, and increases by 1 again whenever you gain a level in this class.   Additionally, this power allows your body to slowly fade into invisibility. If you remain still for 1 minute while in dim light or darkness, you become invisible until you move, enter bright light, or use an action, bonus action, or reaction.   When you reach 3rd level in this class, you can use your bonus action and spend 1 sorcery point to activate this feature without waiting a minute, causing you to immediately become invisible.

Memories of the Fallen

Also at 1st level, you gain the ability to access the memories of the deceased. By performing a 1 minute ritual on a corpse, you can gain insight into how that creature died. If you already witnessed that creature’s death, you instead gain another random memory from that creature, as determined by your DM. This feature can only be used once per corpse.

Necrotic Affinity

At 6th level, you learn two Necromancy spells from any class. A spell you choose must be of a level you can cast. Whenever you gain a level in this class, you may choose one of these Necromancy spells and replace it with another Necromancy spell from any class. The chosen spells count as sorcerer spells for you but don’t count against the number of sorcerer spells you know.

Incorporeal Figure

Starting at 14th level, you have the ability to become temporarily incorporeal. As a bonus action on your turn, you can spend 2 sorcery points to become incorporeal, gaining the ability to move through objects as if the objects were difficult terrain, and you become immune to the grappled and restrained conditions. For the duration, your movement doesn’t provoke opportunity attacks, and your speed is increased by 15 feet.   The incorporeal effect ends at the end of your next turn. If you are inside an object when the effect ends, you are ejected to the nearest empty space and take 1d10 force damage.

Possession

At 18th level, you gain the ability to take control of another creature’s body. As an action, you can spend 5 sorcery points to attempt to possess a creature of size Large or smaller within 5 feet of you. That creature must succeed on a Charisma saving throw against your sorcerer spell save DC or be possessed for up to 1 hour. On a success, you then disappear, and the target is incapacitated and loses control of its body. While possessing a creature, you can't be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but don’t gain access to the target's knowledge, class features, or proficiencies.   At the start of each of your turns, if the possessed creature has been damaged at least once since the end of your last turn it can repeat the saving throw, ending the effect on a success. You may also end the effect using your bonus action. A target is immune to Possession for 24 hours after succeeding on the saving throw

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