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. Since that experience you've had a preternatural sense for danger and a ghostly companion that either can't or won't leave you alone. Some Haunted, as sorcerers who share your origin are called, develop cordial relationships with their phantom, while others find their spectral companion to be a relentless nuisance.
Haunted Spells
You learn additional spells when you reach certain levels in this class, as shown on the Haunted 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.
When you cast a spell you know from the Haunted Spells table, you can cast it by extending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
Phantom Companion
At 1st level, you learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
Sixth Sense
Starting at 1st level, when you make Dexterity ability check to determine initiative, you gain a bonus to the roll equal to your Charisma modifier.
Strength of Spirit
At 6th level, your bond to the spectre summoned by your Phantom Companion feature empowers it further. You gain the following benefits:
- Your spectre's maximum hit points increase by four times your level in this class.
- Your spectre can deliver spells of any range, not just touch. Apart form this change, it follows all normal rules of casting a spell through your familiar.
- When you use your action to cast a spell, you can use a bonus action on the same turn to command your spectre to use its Life Drain attack against a creature within range of your choice.
Deathly Pallor
At 6th level, you gain resistance to necrotic damage. In addition, when you cast a sorcerer spell that deals damage, you can choose to change the damage type to necrotic.
Phantom Possession
At 14th level, as an action you can direct your phantom companion to attempt to possess and enter a humanoid of your choice within 5 feet of your phantom. Creatures immune to the charmed condition are immune to this feature. When you do, the creature must succeed on a Charisma saving throw against your spell save DC or be possessed by your phantom for 1 minute. During this time your phantom cannot be affected by spells or abilities, take actions, or interact in any way.
Become Death
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 damage. While you have any temporary hit points granted from this feature, you have resistance to all damage, a fly speed of 30 feet, and can move through creatures and objects provided you end your movement in an unoccupied space.
Previous Versions
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12/3/2024 2:37:06 AM
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Coming Soon
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