My Documents
Become a Patron!
## Entropic Soul *Inspired by the [School of Entropy](https://www.reddit.com/r/UnearthedArcana/comments/g092dv/school_of_entropy_a_necromancer_less_focused_on/) by /u/Gale_Vekon.* ### Necrotic Surge Starting when you choose this origin at 1st level, your spellcasting can unleash surges of entropic magic. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If you roll a 1, roll on the [Necrotic Surge table](https://www.reddit.com/r/DnDHomebrew/comments/jcyq18/i_created_a_necromancythemed_version_of_the_wild/) to create a random magical effect. A Necrotic Surge can happen once per turn. Each time you cast a spell that does not create a Necrotic Surge, the threshold to create a Necrotic Surge increases by 1, resetting back to 1 when you trigger a Necrotic Surge or finish a short or long rest. If a Necrotic Surge effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. ### Tides of Entropy Starting at 1st level, you can manipulate the forces of chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Alternatively, when you cast a sorcerer spell of 1st-level or higher, you can consciously trigger a Necrotic Surge to immediately regain use of this feature. ### Necrosis Starting at 6th level, you've learned to suffuse your spells with negative energy. When you cast a spell that deals acid, necrotic, or poison damage, you spend 2 sorcery points to impose one of the following effects on a creature affected by the spell, which lasts until the end of your next turn. If the spell involved a saving throw, you cannot target a creature that passed the saving throw with this feature. * **Decaying Flesh.** The target cannot regain hit points, and has disadvantage on all Strength and Dexterity checks. * **Festering Wounds.** The target takes an extra 1d4 necrotic damage each time it is hit by a weapon attack. * **Rotted Mind.** The target has disadvantage on Constitution saving throws to maintain concentration on spells, as well as all Intelligence, Wisdom, and Charisma checks. * **Withered Muscle.** The target's speed is reduced by 10 feet, and it subtracts 1d4 from each damage roll it makes. \columnbreak
### Dynamic Entropy Starting at 14th level, all necromancy spells are considered sorcerer spells for you. You can learn them as you level up, and at the end of a short rest, you can spend sorcery points to replace one sorcerer spell you know with a necromancy spell of the same level. The number of sorcery points required to do so equals the level of the spell. When you cast a necromancy spell that is not ordinarily on the sorcerer spell list, such as *arms of Hadar,* you must roll a second d20 to see if you trigger a Necrotic Surge, creating a surge if either result is below your current threshold. ### Necrolord Starting at 18th level, you have begun to master the negative energies churning within you, granting you the following benefits: * You no longer need to eat, drink, sleep, or breathe. * You gain resistance to necrotic and poison damage. * You are immune to acid, necrotic, and poison damage dealt by your own spells. * You can spend 1 additional sorcery point when you use your Necrosis feature to afflict the target with two effects listed under the feature instead of one. * When you reduce a creature to 0 hit points using acid, necrotic, or poison damage, you regain 1 expended sorcery point. * Whenever you roll on the [Necrotic Surge table](https://www.reddit.com/r/DnDHomebrew/comments/jcyq18/i_created_a_necromancythemed_version_of_the_wild/), you can roll twice and use either number.