Sorcerer
Base Class: Sorcerer

The spirit of a recently deceased Fey or Fiend saw an opportunity when you were conceived. That spirit formed an eternal bond with your soul so that they may continue to live. That spirit has remained dormant until now. Now, you are harnessing new powers granted to you by your newly awakened Spirit that will continue to advance and develop.

Inner Spirit

The spirit that has possessed your soul is either a Fey spirit or a Fiend spirit. Depending on which one inhabited you, your disposition and abilities will differ greatly.

Fey

You are inhabited by a Fey Spirit. Those with Fey Spirits are often more optimistic and lean towards good alignments. You will be able to harness the powers of nature and warmth.

Fiend

You are inhabited by a Fiend Spirit. Those with Fiend Spirits are often more pessimistic and lean towards evil alignments. You will be able to harness the dark eldritch powers. 

Intrinsic Spellcasting

Your Spirit grants you access to a wider range of spells based on its type.

Intrinsic Spellcasting: Fey Spirit

You can now access the Druid spell list when choosing sorcerer spells and cantrips. Also, choose one of the following cantrips as part of this ability: Druidcraft, Primal Savagery, or Thorn Whip.

Intrinsic Spellcasting: Fiend Spirit

You can now access the Warlock spell list when choosing sorcerer spells and cantrips. Also, choose one of the following cantrips as part of this ability: Chill Touch, Eldritch Blast, or Thaumaturgy.

Linked to the spirit inside of you, you gain the ability to speak telepathically to creatures of the same type as your inner spirit. You gain telepathy up to 120 ft but can only speak to either fey or fiends, depending on your possessor, and you gain advantage on Persuasion and Deception checks against creatures of that type. You do not need to share a language with the creature to communicate with them.

Also, you are always under the effects of the Protection from Evil and Good spell. This effect only works against creatures of the same type as your spirit.

Summon Planar Ally

You can use your Spirit to call forth allies from either the Feywild or the Shadowfell, depending on your Spirit type. As an action, spend 2 sorcery points to summon a fey/fiend creature with a challenge rating of 2 or lower. The creature is friendly towards you and your companions. Roll initiative for the creature, it acts on its own turn. It will follow your commands unless they violate the creature’s alignment or cause direct harm to the creature. If you do not give any commands, the creature defends itself. The creature remains on the material plane a number of rounds equal to your Charisma bonus + your Proficiency bonus or until it dies.

The creature returns to its home plane if it is still alive after the duration, if you or an ally attacks it, or if you command it to act against its alignment or personal well-being.

Invoke Spirit

Now fully awakened within you, your spirit’s full potential has been realized within you. When the need is great, you can tap into the fount of power that has chosen to occupy you for so long and grant insurmountable power to yourself. Based on the type of spirit within you, you can use an action and spend 8 sorcery points to get a surge of power. This burst of energy and strength lasts 5 rounds, but at the start of each turn after 5 you can spend 2 additional sorcery points as a free action to maintain the form for that round.

Invoke Spirit: Fey Spirit

When you enter into this powerful form, your body takes on a more elegant and fey-like appearance. For example, you might sprout a tail, fur, or whiskers. You grow sharp claws at the tips of your fingers. These can be used to make a Strength or Dexterity based unarmed attack for 1d10 slashing damage. In addition, you emit an aura of warmth and at the start of each of your turns while you are in this state, you and your allies within 60 feet of you gain Hit Points equal to your Charisma modifier + your Proficiency bonus and are under the effects of the Bless spell.

While in this state, your Spell attack modifier and your Spell save DC increase an amount equal to your Charisma Modifier.

Invoke Spirit: Fiend Spirit

When you enter into this powerful form, your body takes on a more ghastly and fiend-like appearance. For example, you may grow horns, your eyes may turn blood, red, or skeletal wings might sprout out of your back. You grow sharp claws at the tips of your fingers. These can be used to make a Strength or Dexterity based unarmed attack for 1d10 slashing damage. In addition, you emit a sickly aura and at the start of each of your turns, every enemy within 60 feet of you takes necrotic damage equal to your Charisma modifier + your Proficiency bonus and are under the effects of the Bane spell.

While in this state, your Spell attack modifier and your Spell save DC increase an amount equal to your Charisma Modifier.

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