Base Class: Sorcerer
Spirits flow freely throughout your body, flooding you with a torrent of spiritual energy. Your body has never truly been your own. For whatever reason, spirits seem to be attracted to your body. Constant exposure to those on the other side has carved your body into a vessel for souls.
As a possessed sorcerer, you decide how you've attained your mystic power. Perhaps you have been cursed by a powerful witch to be haunted by the souls of long-dead evildoers, or maybe you descend from a powerful religious figure whose followers seek to offer you guidance and protection.
Regardless of how you came to be possessed, it's up to you to determine how the spirits have affected your ideals and behavior, as well as how you use your powers. Even one who is possessed by evil spirits may fight for a good cause, and even one with a just guardian angel can leave nothing but destruction in their wake.
Possessed Spells
You gain additional spells when you reach certain levels in the class, as shown in the Possessed Spells tables. Each of these spells counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know. You may only benefit from one Possessed Spell table. At 1st level, you choose whether or not the spirits that possess you are good or evil. Which table you use, as well as many other abilities you gain in this subclass, are determined by the type of spirits which possess you.
Evil Spirit Spells
|
Sorcerer Level |
Spell List |
|
1st |
Inflict Wounds |
|
3rd |
Spiritual Weapon |
|
5th |
Spirit Guardians (Necrotic Damage Option Only) |
|
7th |
Blight |
|
9th |
Destructive Wave (Necrotic Damage Option Only) |
Good Spirit Spells
|
Sorcerer Level |
Spell List |
|
1st |
Guiding Bolt |
|
3rd |
Spiritual Weapon |
|
5th |
Spirit Guardians (Radiant Damage Option Only) |
|
7th |
Sickening Radiance |
|
9th |
Destructive Wave (Radiant Damage Option Only) |
Spirit Strike
Adapting to the constant strain of circulating spirit energy, your body has gained the ability to surge forth your spiritual power at key moments. Starting at 1st level, your unarmed strikes can deal damage equal to 1d6 + your Charisma modifier on a hit, and attack rolls for your unarmed strikes can be made with your Charisma modifier, rather than your Strength modifier. The damage dealt by your unarmed strikes is radiant if you are possessed by good spirits, and necrotic if you are possessed by evil spirits.
Spirit Aura
A cloak of spiritual energy surrounds your body partially shielding you from damage. Starting at 1st level, whenever you take damage of any type, that damage is reduced by 1.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Soul Transference
Your command over spirits grows stronger, allowing you to forcefully send them onto others. Starting at 6th level, your unarmed strikes gain a new effect: On a successful hit with an unarmed strike, you may spend 1 sorcery point and send a spirit to grab hold of your target. The spirit appears as a vaguely humanoid shape with indiscernible features physically holding onto your target. Until the end of your next turn, you have advantage on any attack roll made by an unarmed strike or any sorcerer spell you cast, and your target has disadvantage on any saving throw they make to resist the effects of any sorcerer spell you cast.
Ethereal Manifestation
For you, the lines between the world and the living and the world of the dead have become blurred, allowing you to exist in the border between them. Starting at level 14, you can spend an action and 6 sorcery points to manifest an ethereal form. You, as well as everything you are wearing or holding takes on an ethereal appearance and emits a golden hue (if you are possessed by good spirits) or a purple hue (if you are possessed by evil spirits) as well as becomes partially translucent. Moreover, you gain the following benefits:
- You gain a fly speed equal to your walk speed.
- You can move through creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside a creature or object.
- If you are on the material plane, as a bonus action or as a reaction to taking damage you may enter the Border Ethereal. You can exit the Border Ethereal as a bonus action. You exit the Border Ethereal when the duration of this feature ends.
You exist in this form for 1 minute. It ends early if you become incapacitated, die, or dismiss it as a bonus action.
Absorb Soul
You are the master of souls, your control even extending to those who have yet to pass on. Beginning at 18th level, you can use your action to touch a creature. If that creature has fewer than 50 hitpoints, it must make a Charisma saving throw against your spell save DC. On a success, you rip the soul from the creatures body and the creature dies. On a fail, you rip the soul from the creatures body, the creature dies, and you can absorb the creatures soul. Once within the next 3 days, you can use an action to summon this creature. It has all of the abilities and stats that it had in life and its hitpoints are fully recovered. Moreover, it has a telepathic connection with you and obeys your every command, even if you do not share a language with the creature. The summoned creature remains for 1 hour. After that duration has ended, or it falls to 0 hitpoints, the creature's soul is obliterated and it ceases to exist. The creatures soul is also obliterated if it is not summoned within 3 days of absorption or if you use this feature to absorb another creature's soul.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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8/19/2024 6:37:41 AM
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8/19/2024 6:55:53 AM
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