The In-Between

Some sorcerers gain their power from great wells of arcane energy. You, however, gained your arcane talents from your... unique relationship with death. At some time in your life, or prehaps before you were born, some of your life force was traded for arcana.

In-Between Quirks

Use the quirks provided for Shadow Magic Sorcer in Xanathar's Guide to Everything pg 50.

In-Between Features

Sorcerer Level Feature 1st Strength of the Grave, Passably Dead 6th Friends on the Other Side 14th Pull of Like Souls, Strength of the Grave (improved) 18th The Full Embrace

Immitation of the Grave

At 1st level, you gain the Strength of the Grave feature. Refer to Xanathar's Guide to Everything pg 50. Additionally, you gain +5 to any Deception or Performance checks you make to appear dead.

Passably Dead At your DM's discretion, you may take this feature instead of +5 to any Deception or Performance checks you make to appear dead. Your innate deathly appearance makes it easy for you to appear dead. Beginning at 1st level, you gain Feign Death as a first level Sorcerer spell you may cast only on yourself. It does not count against the number of spells you know. When you cast the spell using this feature, you are not blind, and you may end the spell before 1 hour by making a Constitution saving throw against your Spell Save DC.

Beginning at 14th level, you may regain use of Strength of the Grave after a short rest.

Tip the Scales

At 1st level, you know the cantrip Spare the Dying, and may cast it as a Sorcerer spell. It does not count against your number of cantrips known.

When you reach 3rd level, you can ensure those who are meant to die transition to the other side. As an action, choose 1 creature you can see. For the next minute, this creature cannot be healed by magic. If they drop to 0 hitpoints during this time, the creature can be stabilized but remains incapacitated. You can use this feature up to a number of times equal to your Charisma modifier per short rest.

Friends on the Other Side

Though you cannot create undead, you can still ask the deceased for a helping hand. Beginning at 6th level, you can spend 3 Sorcery Points to call on the dead for aid. As a bonus action, you may chose up to three creatures. Ghostly hands spring forth from the ground and attempt to grapple each of these creatures.

Each cluster of hands has a Strength of 20 (+5), and AC of 14, and a number of temporary hit points equal to half your sorcerer level. For each of your turns a creature remains grappled, it takes 1d4 necrotic damage. The hands disappear back into the earth if the creature escapes the grapple, the hands drop to 0 hitpoints, or one minute passes.

For each additional 2 Sorcery Points you spend to use this feature, the Strength and AC of the hands increase by 2.

Pull of Like Souls

At 14th level, you are pulled to those at the brink of life or death. As a reaction, you can teleport to an unoccupied space you can see adjacent to a creature who has fallen unconcious or died within the last minute.

The Full Embrace

At 18th level, you are no longer constrained by the needs of the living. You no longer need to eat, drink, sleep, or breathe. You are also resistant to necrotic damage.