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    Dwarf in the Playground
     
    RedKnightGirl

    Join Date
    Aug 2020
    Location
    Kansas City
    Gender
    Male

    Default [PF2e] Sorcerer: White Necromancy Bloodline (PEACH)

    White Necromancy is a unique form of necromancy that allows one to heal and raise the dead without defiling the magic and corrupting the natural cycle of life, death and undeath. It is a rare ability to possess and is often passed down through heredity or the cause of some necromantic effect during the younger years in life. White Necromancers are often timid and respectful and always treat the Necromantic Triad with respect as they perform their tasks.

    Spell List: occult

    Bloodline Skills
    Diplomacy
    Medicine

    Granted Spells:
    Cantrip: Telekinetic Projectile
    1st: Heal
    2nd: Shield Other
    3rd: Vampiric Touch
    4th: Vital Beacon
    5th: Breath Of Life
    6th: Field Of Life
    7th: Regenerate
    8th: Moment Of Renewal
    9th: Wail Of The Banshee

    Bloodline Spells
    Initial: Life Bond
    Spoiler: Life Bond Level 1 Focus Spell
    Show
    Life Bond (Level 1 Focus Spell)
    [Uncommon], [Healing] , [Necromancy], [Sorcerer]
    Cast [1 action]: Verbal
    Range: 30 feet; Targets: 1 creature
    Duration: 1 minute
    You create a necromantic tether to another creature, linking your life energies together. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that’s lower). You lose as many Hit Points as the target regained.

    The necromantic triad enforces a strict balance, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. Since this effect doesn’t involve positive or negative energy, Life Bond works even if you or the target is undead. You can Dismiss this spell, and if you’re ever at 0 Hit Points, Life Bond ends automatically.

    Heightened (+1): The amount of Hit Points the target regains increases by 2.

    Advanced: White Necromancy
    Spoiler: White Necromancy Level 3 Focus Spell
    Show
    White Necromancy (Level 3 Focus Spell)
    [Rare], [Good] , [Necromancy], [Sorcerer]
    Cast: 10 minutes; Range: 10 feet
    Duration: until you refocus. You can choose to forgo regaining one focus point when you refocus to extend the duration of this spell to the next time you refocus.

    You gain the services of an undead companion that travels with you and obeys your commands using the rules from the Undead Master Dedication feat. Your undead companion gains the benefits of the Mature Beast Companion feat upon creation. You also qualify for the Incredible Beastmaster Companion, Specialized Beastmaster Companion, and the Lead the Pack Feats when you reach the appropriate levels for them.

    Alternatively, you can animate an undead skeleton using the PC creation rules that is always 2 levels lower than you. It must take the Skeleton Ancestry, the Revenant Background, and can only choose from Skeleton Heritage choices. It does not get Ancestry or Skill feats and if it can cast spells, it must do so using your spell slots. You can spend a General feat to grant your companion PC an Ancestry or Skill feat of equal or lower level than the General feat you spent. You must supply your companion with any equipment you wish for it to use.

    Your companion shares your alignment and has the statistics appropriate to your choice above in addition to having Negative Healing. You can choose for your companion to become intelligent or mindless. If you choose to make it intelligent, it can retains it’s previous personality and memories if you choose, otherwise you can give it a new personality.

    Lastly, you qualify for the Guardian Ghosts feat at level 8.

    Greater: Necrotic Transfer
    Spoiler: Necrotic Transfer Level 5 Focus Spell
    Show
    Necrotic Transfer Level 5 Focus Spell
    [Uncommon], [Healing] , [Necromancy], [Sorcerer]
    Cast [1 action]: Somatic
    Range: touch; Targets: 1 creature
    You can transfer some of your life essence to another creature. When you Cast this Spell the target regains up to 60 Hit Points (or the difference between its current and maximum Hit Points, if that’s lower). You lose as many Hit Points as the target regained. You choose how many Hit Points to give the target each time you cast this spell, but you cannot exceed 6 times your level.

    No effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. Since this effect doesn’t involve positive or negative energy, Necrotic Transfer works even if you or the target is undead.

    Heightened (+1): The amount of Hit Points gained and lost can be increased by up to 12.

    Blood Magic
    You channel necromantic energies through yourself and into your target. Either you or a target gains temporary Hit Points equal to the spell’s level for 1 round.
    This is a reimagining of what the Pathfinder 1e class by the same name would look like in Pathfinder 2e. Currently it supports the main gimmick of the class, as well as giving them a more powerful undead companion that directly works alongside them willingly, granting the companion a few note-worthy bonuses.
    Last edited by Nuptup; 2024-04-10 at 11:30 PM.
    You can find all of my homebrew here: Nuptup's Extended Signature

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