Base Class: Sorcerer
Some sorcerers experience a brush with death and come back changed. They may have hovered on the boundary between life and death, and had their soul thinned by the experience. Perhaps they are haunted by a specter or suffered a necromancer's botched experiment, which left them permanently infused with a ghostly essence. Some Ghost-Touched may not even be themselves anymore, their bodies mere shells for powerful spirits feigning mortality.
Ghost-Touched sorcerers may be any alignment, and come from any background. Many Ghost-Touched become cautious and suspicious, careful of repeating the circumstances of their change. Others may be impulsive and wild, heedless of the circumstances that caused their condition. But consider how your character became Ghost-Touched, and what it means for their outlook on life.
Level 1: Origin Spells
You learn additional spells when you reach certain levels in this class, as shown on the Ghost-Touched Origin 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.
Ghost Touched Origin Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Cause Fear, Inflict Wounds |
| 3rd | Invisibility, Gentle Repose |
| 5th | Life Transference, Bestow Curse |
| 7th | Phantasmal Killer, Death Ward |
| 9th | Synaptic Static, Antilife Shell |
Level 1: Unnatural Possession
At 1st level, you may send a portion of your spirit into another creature and use it as a conduit for your spellcasting. When you cast a spell of 1st level or higher, you may choose a creature within 30 feet. As a reaction, that creature delivers the spell, performing any verbal and somatic components as necessary. If the spell requires material components, the creature must have the components and use them as normal. The creature may perform one free object interaction as part of the spellcasting (for instance, to sheathe a weapon in order to have a free hand).
Unwilling creatures may make a Charisma saving throw; if they succeed, they are unaffected and you may cast the spell yourself if possible. You may choose not to cast the spell, but you may not take a different action in place of casting the spell.
If the spell requires concentration, it still uses your concentration. If the spell has a range of Self, then when your spirit fully returns to your body at the start of your next turn, the spell is transferred to you. Attempts to counterspell the spell are made at disadvantage, and fail if you are not within counterspell's range.
You may use this ability once per long rest. After you have used it once, you may use it again by spending sorcery points equal to the level of the spell.
Level 1: Between the Veil
At 1st level, you gain an uncanny affinity for the dead and dying, and an ability to commune with the recently deceased. You learn the spare the dying cantrip, which doesn’t count against the number of sorcerer cantrips you know. Additionally, you can use Charisma in place of Wisdom when making Medicine checks to determine a creature's cause of death, and if you take at least one minute to conduct a ritual over the creature, you have advantage on the check.
Level 6: Fade Away
At 6th level, you can straddle the eternal boundary, making yourself partly ethereal. As a reaction before taking damage, you may spend 2 sorcery points to turn ethereal until the end of your next turn. You can move through creatures and objects as if they were difficult terrain, and gain resistance to nonmagical bludgeoning, piercing, and slashing damage. If you end your turn in a creature or object, you take 1d10 force damage and are shunted out to the nearest empty space.
Every time you use this feature again, it costs 1 additional sorcery point. Its cost resets to 2 sorcery points after you complete a long rest.
Level 6: Stone Cold
At 6th level, you are immune to the frightened condition and all possession effects.
Level 14: Thinning The Veil
At 14th level, you can wrench spirits back into their mortal bodies when on the brink of death. Before another creature within 30 feet attempts a death saving throw, you may use your reaction and spend 4 sorcery points to make the die result a 20. The creature gains temporary hit points equal to your sorcerer level.
Level 18: Ethereal Essence
At 18th level, your Fade Away feature now has a base cost of 1 sorcery point, and its cost no longer increases. While you are under its effects, you are immune to nonmagical bludgeoning, piercing, and slashing damage.
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