Sorcerer
Base Class: Sorcerer

Unlike many other sorcerers, the circumstances of your birth were mundane and you have no arcane inheritance passed down from strange ancestors. Instead, you gained your sorcerous powers after you managed to survive an experience that left you on the brink of death. Be it good luck or misfortune, the spirits of the dead seem to be attracted to you far more than anyone else, for you have become more than the sum of your parts. Walking the line between both worlds, you yield the light and the decay, as spirits of every agenda flock to you, garnering favors by lending you their power.

Spectral Spells

You learn additional spells when you reach certain levels in this class, as shown on the Spectral Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

1st - Healing Word, Inflict Wounds, Toll The Dead
3rd - Blindness/Deafness, Gentle Repose
5th - Life Transference, Revivify
7th - Death Ward, Blight
9th - Hallow, Negative Energy Flood

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a evocation, conjuration or necromancy spell from the warlock or cleric spell list.

Sixth Sense

Starting at 1st level, spells gained from your Spectral Spells feature gain a bonus to their damage dice or healing dice equal to your Charisma modifier.

In addition, the several watchful eyes on you have made you a bit more alert. Starting at 1st level, when you make a Dexterity saving throw or Dexterity ability check to determine initiative, you gain a bonus to the roll equal to your Charisma modifier.

Beyond the Grave

Also at 6th level, the spirits that aid you seep into the power of the spells you cast. Whenever a spell from your Spectral Spells table deals damage, choose between radiant (for lawful or neutral spirits) or necrotic (for chaotic spirits). The damage type dealt changes to the damage type you chose.

In addition, Choose one metamagic option you have. When you use that metamagic option on spells gained from your Spectral Spells feature, you can lower the cost of the metamagic option by 1. It cannot lower the minimum metamagic cost below 1.

Psychopomp

Starting at 14th level, you can use a bonus action to manifest a pair of black angelic spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're knocked unconscious, you die, or you dismiss them as a bonus action.

Not Marble, Not the Gilded Monuments

At 18th level, you can transmute your physical form into a spectral one when you near death. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points.

At the start of each of your turns, you lose 5 temporary hit points and all creatures of your choice within 30 feet take 5 necrotic or radiant damage. While you have any temporary hit points granted from this feature, you have resistance to all damage, and can move through creatures and objects provided you end your movement in an unoccupied space.

Once you use this feature, you can’t do so again until you finish a long rest.

Spectral Legion Image