Base Class: Sorcerer
From a young age, you have sensed the presence of those who came before you, hearing their thoughts and seeing their eerie forms from beyond the grave. Spirit Touched sorcerers are those who possess the ability to communicate with those beyond death, acting as mediums between the mortal and ethereal plane. Perhaps you found this ability by accident while exploring the decaying ruins of castles long passed or you were born in a renowned family of psychics and mediums who have trained you to channel your abilities. You may have even been driven into madness from seeing the faces of the dead wherever you go and are seeking a way to cast aside your ability. However your powers developed, the undead speak and it is your duty to listen.
Ghastly Conduit
Beginning at 1st level, you begin acting as a conduit between this world and that of the dead. By performing a 1-minute ritual, you may touch the corpse or any valued belonging of an incorporeal undead and use your own physical form as a messenger for what the creature wishes to convey, forcing it to possess your body. While possessed by a creature, the creature summoned is fully aware of why it is in your body and can answer questions as it wishes, whether helpful or not.
The creature is forced to leave the possession after 1 minute. While possessed you may spend an action and attempt to regain control, forcing the creature to roll a Charisma saving throw against your spell save DC. If the creature fails on this saving throw, it is forced out of your body and you regain control. While possessing you, the creature can only speak through your mouth and gains no control over your body, which remains motionless until you regain control.
The possession ends if you take damage, if the creature leaves, you end it early, or the creature's soul is forced out of your body by magic or other means. Once the possession ends, you have no memory of what happened.
Eyes Beyond the Veil
When you chose this origin at 1st level you gain the ability to sense nearby incorporeal undead such as ghosts, spirits, and wraiths. As an action, you can expend 1 sorcery point to psychically scan the area around you. If any incorporeal undead is within 1 mile you feel its presence, the strength of which varies with its CR. If the targeted creature has a CR lower than your level you sense a lesser presence. Likewise, If the creature has a CR equal to or higher than your level you sense a greater presence, as determined by your DM.
Ethereal Traveler
Starting at 6th level your reach into the Ethereal Plane has grown so great you can temporarily project your consciousness into it. Once per long rest, you can temporarily breach into the Ethereal Plane for 1d4 + your Charisma modifier turns. When you do, your physical form is paralyzed, and your consciousness is sent to the Ethereal Plane. While inside the Ethereal Plane you can use any features or spells you had in the material plane, but cannot use items you possessed with your physical body.
If while your consciousness is in the Ethereal plane your body is attacked, you must make a Charisma saving throw. On a failure, your consciousness is sucked back into your body, and the effects of this feature end. While in the Ethereal Plane you observe your surroundings similar to being under the effects of the blink spell.
Phantasmal Immunity
When you reach 14th level your spiritual powers have allowed you to become immune to ghostly influence. You gain immunity to being unwillingly possessed by incorporeal undead and to all effects from incorporeal undead that require a Charisma Saving throw.
Master of the Ethereal
At 18th level, the tie to the Ethereal Plane you possess has strengthened to the point that you may travel through it easier than the Material Plane using nothing but pure willpower. You may now use your Ethereal Traveler feature at will, and when you are inside of the Ethereal Plane you now gain the following effects:
- Your movement speed is doubled.
- All attacks are considered a critical hit on a roll of 19 or higher.
- Your Spell Save DC increases by 1, to a maximum of 20.
- You gain a +2 to your AC.
- While in combat you can attack twice, instead of once, whenever you take the attack action on your turn.
These effects are only active while in the Ethereal Plane and do not benefit you on any other plane.
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