Deathsinger

Unlike the similar style of the surface elves' Bladesong, Deathsong isn't taught, merely 'unlocked'. For while all drow have the potential for innate spellcasting, some are born with an affinity for magic and mayhem that's well beyond most. Many drow will credit this to a blessing from the god Vhaeraun, but just as many believe that it's Lolth's favor that has been granted. Regardless of belief, however, all know that these individuals have the Deathsong flowing through their veins, and that they can be both brutal and effective with little effort on their part.

The name Deathsong itself comes from the eerie sound the slashing weapons make when whirled in wide arcs, along with the deathsingers' disquieting tendency to sing to the rhythm of the thrusts and parries.

Although a deathsinger makes the dancing attacks and the fluid motions of the slim longswords that most deathsingers use seem more like an art, or a performance even, it would be a mistake to simply admire the display, for it is truly a brutal and deadly combination of magic and steel.

Restriction: Drow Only

Only drow and half-elves with drow ancestry can choose the deathsinger sorcerous origin.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of deathsingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.

Training in Death and Delivery

Starting when you choose this origin at 1st level, you gain proficiency with light armor, battleaxes and longswords. You can use Dexterity instead of Strength for the attack and damage rolls of these weapons.

You also gain proficiency in the Intimidation skill.


Deathsong

Starting at 1st level, you can awaken the drow magic called the Deathsong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural agility and focus.

You can use a bonus action to start the Deathsong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon, unless that weapon is one you gained proficiency with when you chose this sorcerous origin. You can also dismiss the Deathsong at any time you choose (no action required).

While your Deathsong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to half your Charisma modifier (rounded up).
  • You can use a bonus action on your turn to intimidate one creature within 5 feet of you. That creature must make a Wisdom saving throw against your spell save DC. If it fails, until the end of your next turn, you have advantage on your next attack roll against that creature.
  • When you start your Deathsong, and when you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Charisma modifier + half your sorcerer level (minimum of 1 temporary hit point).

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Lacerating Strokes

Starting at 6th level, once on each of your turns, when you hit with a melee weapon attack, you roll one additional weapon damage die.

Additionally, once on each of your turns, when you roll the maximum on the damage die for a slashing weapon, you lace the wound with necrotic energy, making it deal 1d8 necrotic damage to the target at the start of its next turn.

Dance of Death

Starting at 14th level, you've further developed your ability to weave from one motion to another. When you score a critical hit or reduce a creature to 0 hit points while your Deathsong is active, you can cast a cantrip or make a melee weapon attack as a reaction.

Death Incarnate

Beginning at 18th level, while your Deathsong is active, you can sing with a high-pitched, magically enhanced voice, unsettling those in proximity to you. As an action, you can spend 5 sorcery points to intimidate all hostile creatures within 30 feet of you. Each creature must make a Charisma saving throw against your spell save DC. If a creature fails, until the end of your next turn, the first attack that hits it deals maximum damage. A creature that succeeds on this saving throw is immune to this effect for 24 hours.

Credits

This is version 1.5 (2017-02-22)