The Ichorblooded are the bearers of their progenitors’ sins, though neither the cause nor the manifestation is something as easily defined as “devil” or “demon.” Their blood is cursed by ill intent, fiendish “blessings”, or the touch of undeath itself, but all carry the taint of corruption.
TABLE: ICHORBLOODED ARCHETYPE SPELLS
SORCERER LEVEL | ARCHETYPE SPELLS |
---|---|
1st | bane, corpse explosion, false life, inflict wounds |
3rd | acid arrow, darkness, lemure transformation, ray of enfeeblement |
5th | animate dead, bestow curse, blood-writ bargain, vampiric touch |
7th | black tentacles, blight, phantasmal killer, tearful sonnet |
9th | cloudkill, contagion, insect plague, raise dead |
Starting at 1st level, a show of your cursed power is enough to make even the most hardened hearts waver in their resolve. As a bonus action after casting a spell of 1st level or higher, you can attempt to frighten a creature you can see within 60 feet. The chosen creature must make a Charisma saving throw against your spell save DC. If the triggering spell is one granted by this archetype, the DC increases by 1. On a failure, it is frightened by you until the start of your next turn. Once a creature has been successfully affected by your Dreadful Display, it is immune for 24 hours.
Also starting at 1st level, choose fiend or undead. You gain the chosen creature type in place of your other creature type(s), and mindless undead will start as non-hostile towards you. In addition, you gain an expertise die on Charisma checks made to communicate with fiends and undead.
Starting at 6th level, you learn to let the curses in your blood drip into your spellcasting. Whenever you cast a spell that deals one of the damage types listed in the manifestation feature, you may choose to change the damage type to necrotic. In addition, when you kill a living humanoid using a spell that dealt necrotic damage, you can spend 2 sorcery points to reanimate that creature as your choice of either a skeleton or a zombie. The undead’s Armor Class increases by an amount equal to your proficiency bonus and adds your proficiency bonus to attack rolls and in place of its own for the purposes of calculating its maneuver DC.
An undead you reanimate in this way obeys your verbal commands to the best of its ability, and acts on your initiative. While it is within 60 feet, you can use a bonus action to mentally command it. If you command multiple undead, you must give them all the same command that turn. If not given a command, or if you fall unconscious, they will take no actions except to defend themselves or to continue carrying out your last ongoing command (such as to guard a location). You can control a maximum number of undead in this way equal to your proficiency bonus, and attempts to create more undead than you can control automatically fail. Such an undead persists for 1 hour or until you release your hold on it (no action required), at which point it crumbles to dust.
At 15th level you can use this ability to instead spend 3 sorcery points to turn a target into a ghoul or lacedon.
Starting at 14th level, you’ve learned to let your ichorous blood flow and invigorate the dead through your spells. When you kill a Large or smaller living creature of a CR equal to or lower than half your hit dice using a spell that deals necrotic damage, you can spend 5 sorcery points to reanimate that creature using its original statistics modified using your choice of either the skeleton template or the zombie template. An undead you reanimate in this way rolls its own initiative, has its own turns, and obeys your verbal commands. Without commands or if you fall unconscious, it will take no action except to defend itself.
You can only control a single undead in this way (in addition to those controlled using Ichorous Reanimation), and attempts to create more undead than you can control automatically fail. Undead you create in this way crumble into dust at the end of your next long rest or when you release your hold on it (no action required).
Starting at 18th level, the accursed power within your blood and soul is boiling over and can no longer be contained within your meager flesh, spilling out to stain the mortal world. You can cast the spell raise hell without expending a spell slot. If you would lose concentration on a raise hell spell cast in this way, you can choose to spend 4 sorcery points to retain concentration instead. Once you cast raise hell spell in this way you cannot do so again until you finish a long rest. If you choose to maintain concentration for the full duration and make the effect permanent, you can’t cast the spell in this way again until a unaltered week has passed.