Sorcerer
Base Class: Sorcerer

Your soul is somehow mysteriously connected to the Everhalls, despite being alive. Your powers coming from where all fallen go, pulling from a forbidden plane, or perhaps the souls come to you unwillingly. You might have witnessed a gruesome and bitter death of someone significant to you, or you share an unbreakable or circumstantial bond with someone who passed away, yet cannot rest without your help. Maybe you were meant to die, but miraculously survived, having been touched by death, but brought back to the mortal realm changed and left with lingering memories of the dead. Whatever the cause might be - you are never alone now. Wherever you go, there will always be someone from the other side to keep you company, whisper in your ear and haunt you until you finally join them.

Spiritual Magic

You learn additional spells when you reach certain levels in this class, as shown in the Spiritual Magic table below. Each spell counts as a Sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you know.

Spirit Companion

Your connection is deeply ingrained to the souls that fuel your magical might. A number of souls equal to your proficiency modifier manifest around you, taking the form of ghostly orbs, beasts, humanoid spirits or other appropriate forms that you may discuss with your DM. They are invisible and silent to others, unless you make them visible as a free action.

​Your companions may have their own stories, personalities, tales, or reasons as to why they are bound to you and will freely communicate with you throughout your adventures. Some will come and go, depending on how your story plays out.

​As a bonus action, you may grant the vitality of one of your Spirit Companions to yourself or another creature of your choice that you can see within 30 feet of you. When you do so, the Spirit Companion is consumed and the target gains temporary hit points equal to your Charisma modifier + your Sorcerer level (minimum of 1) for 1 minute.

You regain all uses of this feature when you finish a long rest.

​At 2nd-level, you can use your Font of Magic feature as a bonus action to convert 1 Sorcery Point into a Spirit Companion.

A Call Beyond

You are able to stir restlessness within the souls that accompany you. As a bonus action, you may spend 3 Sorcery Points or 3 Spirit Companions to summon a Spirit Warrior. The Spirit Warrior is friendly to you and your allies, and remains for 1 minute or until it is reduced to 0 hit points. It appears in an unoccupied space of your choice within 10 feet of you, and takes its turn immediately after yours.

The following turns, you can use your bonus action to command all your Spirit Warriors. They obey all of your verbal commands and if no command is issued, they will assume the dodge action.

You may only summon and have one Spirit Warrior active at a time. At 9th-level, this limit is increased to two active Spirit Warriors. At 15th-level, this limit is increased to three.

Fury of the Dead

Your connection to the passed away allows you to further empower the ones that protect you. When a Spirit Warrior takes the Attack action, it can make two attacks.

Realm of the Damned

You can step away from your current to privately converse with your spirits. You may cast the Etherealness spell once without expending a spell slot. Once you use this feature, you can’t do so again until you finish a long rest.

The Verge of Death

Your otherworldly companions fully devote themselves to the cause of your life, needing you to complete their burdened tasks and eventually bring them to rest. Whenever you drop to 0 hit points, you summon two Spirit Warriors with your final breath without expending any Spirit Companions or Sorcery Points. They appear within 5 feet of the attacker and can immediately make an attack against the creature. Thereafter, their initiative moves to match your own.

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

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