Lichtouched – A New Sorcerous Origin

At the beginning of the year I unveiled my plan to make Enora my first fully published world.

With that world comes new monsters, races, subclasses, and more. I’m now adding a sorcerous origin to the undead world – lichtouched.

Note that what is below is considered playtest material. Please let me know what you think!

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Lichtouched

Your innate magic comes from some place of dark energy. Your parents may have been cursed by a powerful undead spellcaster. You could have visited a plane of negative energy. Perhaps you were even once an undead creature yourself. The reason you attuned to necromantic magic may never be clear, but what is obvious is that you can wield this power as easily as any lich.

Withering Grasp

When you choose this origin at 1st level, you gain the chill touch cantrip if you don’t already know it. In addition, when you cast and deal damage with chill touch, add your Charisma modifier to the damage roll of the spell.

Flesh of the Dead

Starting at 1st level, your flesh takes on a dull gray or stark white appearance. You are resistant to necrotic damage and have advantage on saving throws against effects that reduce your hit point maximum.

Consume Soul

Starting at 6th level, when a creature you can see dies, you can use your reaction to consume its soul. You regain 2 sorcery points and the creature’s soul is destroyed as a result. You can use this feature twice. You regain any expended uses when you finish a long rest.

Blood of the Dead

Starting at 14th level, you are immune to disease and poison. In addition, whenever you deal necrotic damage to a creature with a spell you cast, that creature cannot regain hit points until the start of your next turn.

Undead Being

Beginning at 18th level, you can channel necrotic energy to become ghostly. As an action, you spend 5 sorcery points to draw on this power. For 1 minute or until you lose concentration (as if you were concentrating on a spell), you gain a fly speed equal to your walking speed and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. While in this form, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons as well as acid, fire, lightning, and thunder damage.

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