Your sorcerous blood can manifest in a number of
peculiar ways:
1d6 |
Soulless Bloodline Quirks |
1 |
Animals run away from you and won’t come close unless forced |
2 |
Children scream and cry if you try and touch them |
3 |
You never dream. It’s only darkness in there. |
4 |
Priests and clerics sometimes flinch away from you involuntarily |
5 |
You don’t seem to age as fast as everyone else. You’re not sure by how much. |
6 |
There’s a shadow behind your eyes that intimidates people meeting you. |
Soulless magic
You learn additional spells when you reach certain
levels in this class, as shown on the Soulless Spells
table. Each spell counts as a sorcerer spell for you,
but it doesn’t count against the number of sorcerer
spells you know. These spells can’t be replaced when
you gain a level in this class.
Sorcerer Level |
Soulless Spells |
1st |
unseen servant, dissonant whispers |
3rd |
pass without trace, invisibility |
5th |
nondetection, gaseous form |
7th |
dimension door, greater invisibility |
9th |
mislead. modify memory |
No Soul
Starting at first level, you are immune to any magic
that would read your mind, affect your dreams or
interact with your personality traits. You have no
soul, and thus cannot trade it away to the devil or
make any similar trade. You cannot be raised from
the dead or become undead for any reason.
Gone
Starting at 6th level, you can slip between the gaps
in reality, becoming unreal for a moment. As an action, you spend 1 sorcery point to become invisible
and intangible. You cannot cast any spells, move or
take any actions whilst in this form. For the duration,
no-one can remember you ever existed, and they
rationalise away any evidence to the contrary. This
effect lasts for 1 minute, then fades.
I Would Not Stop For Death
Starting at 14th level, you can choose to ignore
death - (you are, after all, not really alive). If you
would die, you can spend 1 sorcery point to ignore
the damage instance or effect which would have
slain you. The cost of this ability increases permanently by 1 each time you use it, to a maximum of
20.
The Cat Who Walked Alone
Starting at 18th level, you can move around during
your Gone ability. You can move through walls and
objects, but if your Gone ability ends while you are
inside an object you are shunted to the nearest available empty space and you take 4d10 force damage.
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