5e:Nightstalker/Sorcerer
Nightstalker
You draw power from a number of mystical sources, discovered by your order, that are designed to confront, nullify, or eliminate creatures of enmity. Often nightstalker sorcerers possess one or more of these magical sources, either having it on their person or hidden away in a safe location.
Enmity
When you choose this subclass at 1st level, you have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiend, shapechanger, or undead. These are creatures of enmity.
- You also learn to speak, read, and write one of the following languages: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.
- You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 11th, 14th, and 17th). You do not gain an additional language at these levels from this feature.
Esoteric Knowledge
Beginning at 1st level, your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Resistance of Emnity
At 6th level, at the end of a long rest you may choose one damage type. You have resistance to that damage type until you finish a long rest.
At the end of a short rest, you may spend 1 sorcery point to change this resistance to a different damage type.
Iron Resolve.
Beginning at 14th level, you gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
Starting at 14th you gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
Dangerous Knowledge
Starting at 18th level, your knowledge of your creatures of enmity increases the damage of your spells cast against them. When you roll damage for a spell you cast that would cause damage to a creature of enmity, reroll any 1s that you roll (only reroll a given die once).