Absorb Anima
When a creature dies from your damage, you heal Charisma modifier + Sorcerer level, once per round. Already at full health? You gain that much temporary HP instead.
A Sorcerer origin for Baldur's Gate 3. Drain the life force of the living and the dead, and spend it on spell slots or a surge of power.
In development. Not yet released.
Animancers feel the anima of every living creature and the corrupted anima of the undead. Each kill heals you and stores Anima Essence; corpses left on the field can be drained later. Constructs have no anima: they are the one foe your powers can't touch.
When a creature dies from your damage, you heal Charisma modifier + Sorcerer level, once per round. Already at full health? You gain that much temporary HP instead.
A sustained surge: +1 spell save DC, +2 to attack rolls, Charisma added to cantrip damage, and your damaging spells rend the anima of everything they hit. You glow violet while it lasts.
Drain every unharvested corpse within 4 m of a point: 1 Essence each, up to your maximum. Corpses past the cap keep their anima for later.
Turn stored Essence back into magic: restore one spell slot for 1 Essence per slot level.
Costs 1 Essence to start and 1 more at the start of each of your turns. It ends when you run out of Essence, leave combat, are incapacitated, or press End Channel (free).
Half your Sorcerer level, rounded up (+1 from Anima Mastery). Never refills on its own; a long rest empties it. A kill at maximum Essence leaves the corpse to harvest later.
Absorb and Store Anima trigger on creatures that die from your damage. Allies' kills give nothing, but you can harvest their victims' corpses.
A corpse that already gave you Essence is marked Harvested and can't be drained again. Party members' corpses are never harvested.
Constructs are excluded from every anima effect. Everything else, elementals and undead included, is fair game.
Channel Anima, Harvest Anima and Anima Restoration can't be counterspelled or silenced. Disrupt Anima is a real 1st-level spell.