Base Class: Sorcerer
You have always felt connected to the spiritual realm. Seeing ghost and hearing whispers threw out your childhood. When this may drive some mad you felt at peace the worst and come to find that all this said hunting is really your assessors attempting to communicate with you. They have been passing their power and knowledge down to you threw the ethereal realm.
At your option, you can pick from or roll on the Sorcerer Quirks table to create a quirk for your character.
d6 Quirk
1. You have blank expression all the time.
2. You some times talk in your sleep with voices not of your own.
3. People sometimes feel as though something passed threw them when you enter a room.
4. when someone gets within 5 feet of you they get chill running sown their back.
5. you give off a chilling presences (5 degrees cooler around you).
6. You have a hard time sleeping with all the voices in your head.
Forgotten Magic
Starting at level 1, your link to the deceased allows you to learn spells associated with the past Granting you 2 bonus cantrips. At 1st level, you learn the Toll of the dead (renamed: screams of torment) and Guidance (renamed: spiritual influence) cantrips. They count as sorcerer cantrips for you, but they don’t count against your number of cantrips known.
Expanded Spell List
Your Blood line lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the Sorcerer's spell list for you.
| Celestial Expanded Spells | |
|---|---|
| Spell Level | Spells |
| 1st | Inflict Wounds, Bane |
| 2nd | Augury, Spiritual Weapon |
| 3rd | Spirit Guardians, Feign Death |
| 4th | Death Ward, Divination |
| 5th | Commune, Raise Dead |
Blood of my Father
If you have at least one 1st-level spell slot, you can expend one hit die to gain a 1st-level spell slot.
If you have at least one 2nd-level spell slot, you can expend two hit dice to gain a 2nd-level spell slot.
If you have at least one 3rd-level spell slot, you can expend three hit dice to gain a 3rd-level spell slot.
The next time you finish a long rest, you lose any extra spell slots gained in this way.
Ancient Soul
Starting at 6th level, You have resistance to necrotic damage, and when you cast a spell that deals necrotic damage, you add your Charisma modifier to your damage roll of that spell against one of its targets.
Ethereal Walk
At 14th level, As a bonus action, you can move up to 120 feet in this way. Wile in the ethereal realm you must move at the least one third of your base movement per turn in addition you can not attack or attacked by any creature from the material realm in this way. By not moving you will materialize back in to the material realm at the end of your turn. You may chose to end this as a bonus action.
Ghost Form
Starting at 18th level,You can spend 6 sorcery points as a bonus action to transform yourself into a spiritual form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.







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