Base Class: Sorcerer
Original content created by EndlessTaverns
Sorcerers of the Occult Soul tap into the mysterious and forbidden powers often associated with ancient deities and dark rituals. These sorcerers gain unique abilities that allow them to excel in manipulating dark energies, particularly in close combat situations.
Occult Soul Spells
Starting at 1st level, your connection to dark powers grants you access to additional spells. These spells are considered sorcerer spells for you, and they do not count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an abjuration spell from the sorcerer, warlock, or wizard spell list.
Occult Soul Spells
**Some Spells may need to be added manually using avrae integration as some spells listed are locked behind paywall content.
| Sorcerer Level | Spells |
|---|---|
| 1st | Inflict Wounds, Armor of Agathys** |
| 3rd | Calm Emotions, Enthrall |
| 5th | Spirit Guardians, Bestow Curse |
| 7th | Phantasmal Killer, Blight |
| 9th | Danse Macabre**, Contagion |
Their Strength
Starting at 1st level when you take this subclass, you gain proficiency in Athletics and Acrobatics. Additionally, after you successfully hit a creature with a spell of touch range, you can use your bonus action to attempt to grapple the target. When grappling in this way you can use your charisma modifier in place of your strength modifier.
Their Embrace
Starting when you reach 6th level in this class while grappling a creature, your touch range spells deal additional damage equal to your Charisma modifier. You also gain advantage on concentration checks for maintaining spells while grappling a hostile target.
Their Fury
Starting when you reach 14th level in this class at the start of your turn, if you are grappling a creature, you can spend a minimum of 1 to a maximum of 10 sorcery points to invoke an eldritch restraint until the end of your next turn. For each sorcery point you spend in this way you increase the duration of the restraint by one round with a maximum length of 10 rounds. The creature must make an opposed grapple check using either its athletics or acrobatics whichever is lower, on a failure the creature becomes restrained. The grappled creature is considered restrained it can attempt to break the grapple by making another check at the start of each of its turns against the initial restraint roll, while it is restrained it appears to be ensnared by tendrils of dark energy. Creatures who are restrained in such a manner are affected by your touch-ranged spells as if you are still grappling them, up to a range of 30 ft. This can not be affected by any meta magics that increase distance.
Their Reckoning
Starting when you reach 18th level in this class, as an action, you can embrace the full might of your Old God for 1 minute. The range of your touch-based spells increases to 10 feet and when you cast a spell with touch range on a grappled target, you can target an additional creature within 10 feet of them. Once you use this feature you cannot do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Previous Versions
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