Base Class: Sorcerer
Unlike necromancers who bind the dead to their will, soul keepers are born with an innate connection to the Veil. Spirits naturally gather around them, seeking guidance, comfort, and, sometimes, protection. Their magic is born from compassion, remembrance, and respect for those who have passed on.
Eyes Beyond the Veil
Your soul has always existed between the world of the living and the dead.
You gain darkvision out to 120 feet. If you already have darkvision, its range increases by 60 feet instead.
In addition, you can see into the Ethereal Plane to a distance of 30 feet.
You learn the Spare the Dying cantrip. It doesn’t count against the number of sorcerer cantrips you know.
Level 6: Lantern bearer
Friendly spirits gather around you. When a creature you can see within 30 feet takes damage, you can use your reaction to reduce that damage by 1d10 + your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Level 14: Walk between worlds
As a bonus action, you teleport up to 60 feet to a space you can see. Until the start of your next turn, you can move through creatures and difficult terrain without penalty, and opportunity attacks against you have disadvantage.
Level 18: Last light
As an action, you call upon the spirits you’ve guided. For 1 minute, you gain a flying speed equal to your walking speed. At the start of each of your turns, choose one creature within 30 feet: an ally regains 2d8 + your Charisma modifier hit points, or an enemy takes 2d8 necrotic damage. Allies within 30 feet have advantage on death saving throws. Once you use this feature, you can’t use it again until you finish a long rest.
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