Soul Ripper (5e Subclass)
Soul Ripper[edit]
Sorcerer Subclass
A sorcerer surveys the battlefield with his fallen allies being trampled by the elder golden dragon. A feeling welled up inside of him that was unlike any other he had ever felt before. The color started to drain from his eyes, turning black and expelling darkness. He falls to his knees, saying, "This one's for you, you idiots." He lies on the ground, dead. But on the battlefield, his comrades each bring themselves to their feet and rally together to slay the dragon.
- Soul Drain
At 1st level, you can expend a sorcery point as an action. You can create a shadowy hand that can travel out 20 feet in any direction to make a melee spell attack to a creature that is not an Undead or a Construct. The shadowy hand grips the creature and deals 1d4+spell-casting modifier necrotic damage to it. You then heal as much health as damage was dealt. You may expend an extra sorcery point to divert the healing to another creature within 30 feet that you can see. At higher levels, you can instead deal Xd4+spell-casting modifier, where X is the number of sorcery points you expend. (X cannot be greater than half of your sorcerer level).
- Necrotic Resistance/Shadow Hand
At 6th level, you get resistance to necrotic damage. If you gain temporary resistance to necrotic damage through other means(for instance the Soul Share ability), you gain immunity to necrotic damage for that time. When you cast mage hand, you may choose whether to make it a regular mage hand or a shadow mage hand. If you choose a shadow mage hand, you may use your subsequent bonus actions to have the hand create the effect of the Soul Drain ability
- Soul Share
At 14th level, you gain the ability to, as an action, expend 3 sorcery points. You can cast the spell, life transference. You can also expend an additional 2 sorcery points to, as a bonus action, gain resistance to necrotic damage for an hour(The amount of healing is based upon how much damage you would take if you didn't have resistance, even if you have resistance to necrotic damage). You can only use this ability once before you take a long or short rest
- Ultimate Sacrifice
At 18th level, you can expend 12 sorcery points to drop to 0 hit-points, but in a stable condition. As you do this, you can choose to either use Mass Cure Wounds as a 9th level spell or Heal as a 9th level spell at a range of 120 feet without having to have line-of-sight. Instead, you may choose to cast Inflict Wounds as a 9th level spell(you cast the spell and then fall unconscious). If you are then killed, this damage is dealt/healed a second time, at double potency, but you may not be resurrected by any means except by a wish spell.
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