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Companion thread to 5E Survivor - Subclasses (Part X: Sorcerers)
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<blockquote data-quote="CleverNickName" data-source="post: 8808509" data-attributes="member: 50987"><p>Inspired by this discussion this morning, I came up with a Cult Necromancer variant for the Divine Soul subclass. Seriously, this subclass is like the Swiss Army Knife of sorcerer concepts.</p><p>[SPOILER=What if Necromancer?]</p><p><strong><span style="font-size: 26px">Sorcerer: <span style="color: rgb(41, 105, 176)">Necromage</span></span></strong></p><p>Flavor text goes here. Basically these are sorcerers who get their power from the power of death. Maybe this power is granted literally by Death itself, or by a powerful god of death? Maybe grandma became a lich before her death, and "blessed" her family line? Maybe daddy was a vampire? Did your sorcerer come from a long line of death cultists and famous necromancers?</p><p> </p><p><span style="color: rgb(41, 105, 176)">Necromancy</span></p><p>Your link to Undeath allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p><p></p><p>The source of your <span style="color: rgb(41, 105, 176)">necrotic</span> power grants you additional spells. <span style="color: rgb(41, 105, 176)">You learn one cantrip and one 1st level spell of your choice from the Necromancy school of magic, from any spell list. </span>It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric or sorcerer spell list.</p><p></p><p><span style="font-size: 18px">Favored by <span style="color: rgb(41, 105, 176)">Death</span></span></p><p>Starting at 1st level, <span style="color: rgb(41, 105, 176)">necrotic</span> power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p></p><p><span style="font-size: 18px">Empowered <span style="color: rgb(41, 105, 176)">Necromancy</span></span></p><p>Starting at 6th level, the <span style="color: rgb(41, 105, 176)">infernal</span> energy coursing through you can empower <span style="color: rgb(41, 105, 176)">damaging</span> spells. Whenever you or an ally within 5 feet of you <span style="color: rgb(41, 105, 176)">deals damage with a spell or cantrip, you can spend 1 or more sorcery points to add 1d6 points of necrotic damage per sorcery point to the damage rolled. </span> You can use this feature only once per turn.</p><p></p><p><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Necrotic</span> Form</span></p><p>Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. <span style="color: rgb(41, 105, 176)">The appearance of the spectral wings is up to you: perhaps they are the wings of a great bat, or wisps of burial shroud, or the translucent wings of a deaths-head moth.</span></p><p></p><p><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Undead </span>Recovery</span></p><p>At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER]</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8808509, member: 50987"] Inspired by this discussion this morning, I came up with a Cult Necromancer variant for the Divine Soul subclass. Seriously, this subclass is like the Swiss Army Knife of sorcerer concepts. [SPOILER=What if Necromancer?] [B][SIZE=7]Sorcerer: [COLOR=rgb(41, 105, 176)]Necromage[/COLOR][/SIZE][/B] Flavor text goes here. Basically these are sorcerers who get their power from the power of death. Maybe this power is granted literally by Death itself, or by a powerful god of death? Maybe grandma became a lich before her death, and "blessed" her family line? Maybe daddy was a vampire? Did your sorcerer come from a long line of death cultists and famous necromancers? [COLOR=rgb(41, 105, 176)]Necromancy[/COLOR] Your link to Undeath allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. The source of your [COLOR=rgb(41, 105, 176)]necrotic[/COLOR] power grants you additional spells. [COLOR=rgb(41, 105, 176)]You learn one cantrip and one 1st level spell of your choice from the Necromancy school of magic, from any spell list. [/COLOR]It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric or sorcerer spell list. [SIZE=5]Favored by [COLOR=rgb(41, 105, 176)]Death[/COLOR][/SIZE] Starting at 1st level, [COLOR=rgb(41, 105, 176)]necrotic[/COLOR] power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. [SIZE=5]Empowered [COLOR=rgb(41, 105, 176)]Necromancy[/COLOR][/SIZE] Starting at 6th level, the [COLOR=rgb(41, 105, 176)]infernal[/COLOR] energy coursing through you can empower [COLOR=rgb(41, 105, 176)]damaging[/COLOR] spells. Whenever you or an ally within 5 feet of you [COLOR=rgb(41, 105, 176)]deals damage with a spell or cantrip, you can spend 1 or more sorcery points to add 1d6 points of necrotic damage per sorcery point to the damage rolled. [/COLOR] You can use this feature only once per turn. [SIZE=5][COLOR=rgb(41, 105, 176)]Necrotic[/COLOR] Form[/SIZE] Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. [COLOR=rgb(41, 105, 176)]The appearance of the spectral wings is up to you: perhaps they are the wings of a great bat, or wisps of burial shroud, or the translucent wings of a deaths-head moth.[/COLOR] [SIZE=5][COLOR=rgb(41, 105, 176)]Undead [/COLOR]Recovery[/SIZE] At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.[/SPOILER] [/QUOTE]
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Companion thread to 5E Survivor - Subclasses (Part X: Sorcerers)
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