The Sith Sorcerer

Sith Sorcerer
A Sith sorcerer or sorceress was an individual who was proficient in the arts of Sith magic, using spells, talismans, or incantations to focus the power of the dark side. They were discovered during the time of the original Sith Empire. Sith sorcerers gained their powers through intense study of Sith traditions and applications of the dark side of the Force. Occasionally, an aspiring sorcerer's powers developed through sheer innate talent, rather than harnessing them through study or having them bestowed upon them by another source. The term was synonymous with Sith magician, with females who practiced Sith magic sometimes referred to as Sith witches.

These Sith specialized in ranged attack abilities with the Force, such as Force lightning and Force drain. Sith Sorcerers were known to primarily wield one lightsaber in combat, and were adept at variant applications of Force lightning in battle.

Sith Magic :
In your study of ancient Sith lore, you have unearthed Sith Spells, fragments of forbidden knowledge that imbue you with great power in the Dark Side of the Force. At 3rd level, you gain two Sith Spells of your choice. Your Sith Spells options are detailed at the end of the class description. You learn 1 additional Sith Spell at 5th, 7th, 9th, 12th, 15th, and 18th levels. A level prerequisite in a Sith Spell refers to your Acolyte level, not your character level.

Gifted with the Force:
At 3rd level, you gain an additional number of Force Points equal to your Acolyte level + your Charisma modifier.

Overpowering Force:
At 6th level, you can spend twice the number of Force Points for a Force Power and gain the following additional benefits:
You deal an extra damage die if the Force Power deals damage.
You gain Advantage on the attack roll if one is required.
All targets have Disadvantage on the saving throw if they need to make one.
If the target has Resistance to the damage or effect, it loses that Resistance.

Sith Secrets:
At 10th level, when you take a Long Rest, you can swap out one of your Sith Spells for another Sith Spell that you can learn at your current level.

Recycle the Force
At 14th level, when you kill a creature with a 1st-level or higher Force Power, you regain Force Points equal to half of the Force Points spent (rounded down).

Sith Magic Spells
When you use these spells and a saving throw or attack roll is required, you use your Charisma modifier. When spending Force Points to activate any of these spells, it requires an Action to do so unless otherwise stated.

Enhance Force Talent
When you use a Force Talent that deals damage, you add your Charisma modifier to the damage.

Armor of The Dark Side
You can shroud yourself in dark side power, setting your base AC to 13 while unarmored.

Lifted Self
Prerequisite: 9th level
You can spend 2 Force Points to give yourself a 20-foot flying speed for 1 hour.

Beast Telepathy
You can spend 2 Force Points to connect telepathically with a beast within 30 feet for 1 hour. While connected, you and the beast can speak telepathically with one another.

Force of Words
You gain proficiency in the Deception and Persuasion skills.

Bewitch
Prerequisite: 7th level
When you cast Mind Trick or Dominate Mind, you can spend 2 Force Points to double the duration of the effect.

Chains of the Dark-Side
Prerequisite: 15th level
Choose up to 3 Light Side Force Powers. You don't expend extra Force Points when casting them.

Dreadful Word
You can use a Reaction to spend 2 Force Points and target a creature within 60 feet of you that can hear you. Reduce one d20 roll that creature made by a d6.

Distance Magic
When you use a Force Talent that has a range of at least 5 feet, you double its range.

Vigor of the Dark-side
You can spend 3 Force Points to gain 1d4 + your Charisma modifier in temporary hit points.

Forced In
Prerequisite: 7th level
When a creature succeeds on an Intelligence, Wisdom, or Charisma saving throw against one of your Force Powers, you can force them to re-roll the d20 and use the new roll.

Diseased Saber
Prerequisite: 12th level
You spend 3 Force Points to imbue your melee weapon or Lightsaber for one minute. When you hit with the weapon, you deal an additional 2d6 necrotic damage. When you critically hit with this weapon while it is imbued, the target becomes Poisoned and takes an additional 2d6 poison damage.

Slowed Pace
Prerequisite: 5th level
You can spend 4 Force Points and target a creature within 60 feet. That creature must make a Wisdom saving throw. On a failure, it cannot take a Bonus Action or Reaction, and its speed is reduced by 15 feet until the start of your next turn.

One With Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or reaction.

Blessing of the Sith
When you score a critical hit with a Force Talent, you can cast that same Force Talent again against the same target. This can happen a number of times up to your Charisma modifier (minimum 1) per round.

Shroud of Naga Sadow
Prerequisite: 18th level
You utilize an ancient force technique by the powerful Sith Lord Naga Sadow. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.

Tomb of Ragnos
As a reaction when you take damage, you can entomb yourself in a shell of condensed dark side force energy—a powerful technique created by the ancient Sith Lord Marka Ragnos. The shell shatters at the end of your next turn. You gain 10 temporary hit points per Acolyte level, which absorb as much of the triggering damage as possible. Your speed drops to 0 and you are incapacitated. All of these effects end when the shell shatters.
Once you use this invocation, you can't use it again until you finish a short or long rest.

Force Leap
Prerequisite: 5th level
You can spend 1 Force Point to triple your jump distance for 1 hour.

Pushback Talent
When you hit a creature with a Force Talent, you can push it up to 10 feet away from you.

Savage Blade
Prerequisite: 11th level
Your melee weapon and Lightsaber attacks can score a critical hit on a roll of 19–20.

Darksides Curse
Prerequisite: 5th level
You can spend 3 Force Points and target a creature within 60 feet. That creature must make a Constitution saving throw. On a failure, it becomes cursed and cannot regain hit points. At the start of each of its turns, it takes Force damage equal to your Charisma modifier. This effect lasts for 1 minute. The creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Magical Thief
Prerequisite: Move Object
When you use the Move Object Force Talent, you gain Advantage on any Sleight of Hand checks made with it.

See Through the Force
Prerequisite: 5th level
You can cast Precognition at will.