Necromancer: The Creed of the Siphon

### Sycophant

At 2nd level, you have obtained a greater control over the life essence all necromancers manipulate, allowing you to steal it from others and imbue yourself with it. Whenever you deal necrotic damage, you automatically regain hit points equal to one third of the necrotic damage dealt, rounded down.

Additionally, you gain proficiency in medium armor, shields, and three weapons of your choice.

### Learned Siphoner

At 6th level, whenever you deal damage with a weapon attack or any necromancer spell, you can choose to change the damage dealt to be of the necrotic type. Additionally, you gain one of the following features of your choice:

#### **Essence Weaver**

Whenever you cast a spell of 5th level or lower that causes one or more creatures to regain hit points, you may choose to make the spell target one additional creature that you can see within 60 feet, which must make a constitution saving throw against your spell save DC. The target takes necrotic damage instead of regaining hit points on a failed save, or half as much damage on a successful one.

#### **Vigor Thief**

While wielding a weapon, you can use an action to target up to four creatures within 60 feet that you can see. These targets must each make a constitution saving throw against your spell save DC. You deal necrotic damage equal to three times your necromancer level, spread out equally among all targets that fail their save. If all targets succeed on their saving throw, no damage is dealt.

You can choose not to regain hit points from this damage through the sycophant trait. If you do so, you store the lifeforce stolen in your weapon instead: the next time you use your Vitality Shift feature before the end of your next long rest, whichever target gains hit points also receives additional hit points equal to the damage that was just dealt.

Once you use this feature, you must finish a long rest before you can use it again.

#### **Ascetic Dominion**

At 10th level, your mastery over life-essence allows you to bring back even the recently deceased. You may use the Vitality Shift feature to grant hit points to a target that has died within the past 24 hours to bring them back to life. Whenever you do so, your target suffers from a level of exhaustion (as described in PHB appendix A).

### Mental Sap

At 14th level, you can spend a minute focusing on a target you can see within 30 feet in order to induce mental fatigue. If you manage to do so without interruption, that target has disadvantage on the first saving throw it makes within the next minute. At the DM's discretion, the target may realize its mental state has been magically altered, but it does not know you were the cause of the change.

Additionally, targets affected by your Essence Weaver or Vigor Thief abilities who fail the saving throw become frightened of you until the end of their next turn.

### Everlasting

At 20th level, whenever you fall unconscious, you no longer lose your senses, instead experiencing the world around you as a life-like dream. Whenever you would make a death saving throw, you can instead choose to sap energy from your surroundings, causing you to wake up and deal 1d4 necrotic damage to all non-construct, non-undead creatures within 10 feet of you, gaining hit points equal to the damage dealt. If no creatures are within 10 feet of you, you still wake up, but only gain 1 hit point. Once you use this feature, you can’t use it again until you finish a long rest.