Empty Wanderer (5e Subclass)
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Empty Wanderer[edit]
Sorcerer Origin
Soulless, filled with an eternal void, this is the desperate existence of an empty wanderer. Empty wanderers are individuals that, for a reason or another, had their souls extracted from their bodies, leaving the body and mind - mostly - intact, but condemning them to a terrible fate. For most creatures, the death is not the end of the road, since their spirits can travel to other planes, or be brought back by powerful necromancy. That's not the case for empty wanderers, since once their organism fail, they will cease existing. They are not undead creatures, although they are often mistaken by them, since most empty wanderers are fruit of dark magic, being victims of powerful necromancers, being an accidental result of a failed attempt to raise undead. Others have been created by a terrible accident, by some inexperienced wizard who dabbled with magic far beyond his understanding.
- Soulless Immunity
At 1st level, you become immune to effects that target your soul. In addition, for this reason, you can't be affected by spells of the necromancy school (including spells that restore life).
- Drain Life
In order to maintain your existence, you must consume the life of other creatures. Starting at 1st level, when you reduce a creature to 0 hit points, you can consume its life as a reaction. You add its remaining lifespan to the amount of years you would be normally able to live.
In addition, you gain a number of hit points equal to your level in this class. You gain use this feature a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.
- Unbreakable Mind
At 6th level, your mind accommodate to its new state, and you lose part of your constant despair, building a strong willed mind. You can no longer be charmed or frightened.
- Resilient Self
At 14th level, you have your sheer willpower protect you from most of negative effects and harmful influences. You add your Charisma modifier as a bonus to all your saving throws, and to ability checks you aren't proficient.
- Timeless Body
Starting at 18th level, the necromantic magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
- Unsettling Presence
At 18th level, your unnatural presence frighten those who are in your presence. Any creature that start its turn within 30 feet of you, or move towards this area for the first time must succeed on a Charisma saving throw against your spell save DC, or is frightened of you until the end of your next turn. A creature who succeeds this check is immune to the effect for the next 24 hours.
This ability affects creatures immune to the frightened condition, and no creature can have advantage to this effect. You can spend 1 sorcery point to cause a creature to automatically fail the save while in this area.
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