Sorcerer
Base Class: Sorcerer

Some sorcerers find their magic intertwined with the mysterious forces of the Ethereal Plane. Whether born under the veil between worlds or touched by ethereal entities, these sorcerers wield powers that blur the line between the material and the ghostly realms.

Ethereal Magic

1st-level Ethereal Born feature

You learn additional spells when you reach certain levels in this class, as shown on the Ethereal 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.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.

Ethereal Spells
Sorcerer Level Spells
1st bane, unseen servant
3rd pass without trace, lesser restoration
5th sending, vampiric touch
7th freedom of movement, phantasmal killer
9th contact other plane, wall of force

In addition, consult the Ethereal Abnormalities table and choose or randomly determine a way your connection to the Ethereal Plane manifests while you are casting any of your sorcerer spells.

Ethereal Abnormalities
d6 ABNORMALITIES
1 The sleeves of your clothing seem to slow down and phase through your arms.
2 Your form seems to twitch as a ghostly purple image of you slightly overlaps your body.
3 Ectoplasm drips from your fingertips, but evaporates before it hits the ground.
4 Your eyes glow a bright white.
5 The arcane words you speak seem to reverberate, even in an open space.
6 Your hair floats as if in water.

Incorporeal Movement

1st-level Ethereal Born feature

Your connection to the Ethereal Plane allows you to become incorporeal, moving through creatures and objects as if difficult terrain, and having resistance to all damage except force. As a bonus action you can spend a sorcery point and become incorporeal for up to 1 minute. Being incorporeal requires concentration. If you end your turn in a creature or object, you take 1d10 force damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 14th-level, you also gain a flying speed equal to your walking speed when incorporeal.

Hunters that Phase

6th-level Ethereal Born feature

You can reach into the Ethereal Plane and call forth a creature to aid you. As an action, you can expend 3 sorcery points to temporarily bind a creature from the Ethereal Plane to your will for up to 1 hour. You summon a Phase Spider Hatchling at a point within 60 ft that you can see. The hatchling shares its initiative with you, but moves at the end of your turn. The spider takes the Dash or Dodge action on its turn, unless given an order by you (no action required). When a hatchling reduces a creature's HP to 0, both the hatchling and that creature vanish into the Ethereal Plane. On your next turn, if it hasn't been a hour since it was first summoned, as a bonus action you can summon the same hatchling again.

Phase Spider Hatchling

Armor Class 12 (natural armor)

Hit Points 5 + five times your sorcerer level

Speed 30 ft., climb 30 ft.

STR
14 (+2)
DEX
12 (+1)
CON
10 (+0)
INT
5 (-3)
WIS
8 (-1)
CHA
5 (-3)

Skills stealth +2 + PB

Senses darkvision 60 ft., passive Perception 9

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Prey Trapping. When the hatchling reduces a creature's hit points to 0, both the hatchling and that creature disappear into the Ethereal Plane.

Sorcerous Binding. Whenever the hatchling forces a creature to make a saving throw, its DC is equal to your sorcerer spell save DC. 

Spider Climb. The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The hatchling ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) piercing damage, and the target must make a Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, and is paralyzed while poisoned in this way.

 

Hands from the Other Side

14th-level Ethereal Born feature

You can reach into the Ethereal Plane and draw forth spectral hands to hold or grapple your enemies. As an action, you can force a creature within 30 feet of you to make a Strength saving throw against your sorcerer spell save DC. On a failed save, the creature is restrained by spectral hands for 1 minute. The creature can repeat this saving throw at the end of each of its turns. While restrained in this way, it takes necrotic damage at the start of its turn equal to your sorcerer level.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend 5 sorcery points to use it again.

Incorporeal Flight

14th-level Ethereal Born feature

When you use your Incorporeal Movement feature, you also gain a flying speed equal to your walking speed.

Ethereal Mastery

18th-level Ethereal Born feature

You can cast the etherealness spell once per long rest without expending a spell slot. Additionally, when you cast Etherealness, you can take up to 2 willing creatures with you as well that you are touching.

When you cast a 1st-level spell or higher that deals damage, you deal additional cold or necrotic damage (your choice) equal to your Charisma modifier.

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