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Eldritch Sorcery

Magic runs through your veins, as one of your ancestors was a practitioner of eldritch
magics. Whether a member of the coven, a lone witch, a hag or some other eldritch power.
Your ancestors passed their abilities, granting you access to ancient and mysterious magics.

Eldritch Secrets (1)


Starting at 1st level, the magic in your blood grants you an otherworldly boon. Choose one
Eldritch Invocation for which you meet the prerequisites. You gain the benefits of this
invocation. When you gain a level in this class. you can choose to replace this invocation
with another invocation that you meet the prerequisites for.

You also gain proficiency with the herbalism kit and your choice between Wisdom (Medicine)
or Intelligence (Nature) checks.

Eldritch Magic (1)


Your link to the dark magics allows you to learn spells from the warlock class. When your
Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st
level or higher, you can choose the new spell from the warlock 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.

Strange Arcana (6)


At 6th level, your eldritch has grown stronger as your connection to magic has. You can gain
the benefits of an additional Eldritch Invocation, and you can treat your Sorcerer levels as
Warlock levels for the purpose of meeting the prerequisites of an Eldritch Invocation.

Essence Harvest (14)


Starting at 14th level, you can steal a portion of slain creatures' life forces as magical power.
Whenever you reduce a creature to 0 hit points with a spell, you gain 1d4 sorcery points.
Once you regain sorcery points this way, you cannot do so again until the start of your next
turn.

Sever Soul (18)


At 14th level you can try to sever a living creature’s own soul. As an action you may spend 6
sorcery points to attempt to sever a creature’s soul within 30 feet of you. They must make a
Charisma saving throw against your spell save DC on a failure; they are dealt 4d6 psychic,
4d6 necrotic and 4d6 force damage. If they drop 0 hit points they are killed and cannot be
brought back to life for a month. If they live they are stunned until the start of your next turn.
The target takes half as much damage and they are not stunned on a success. Once you
use this ability you must finish a long rest to use it again.

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