Base Class: Sorcerer
A mysterious event in your family's past has lead to a strong connection with the dead. Strange occurrences and whispers follows your bloodline wherever it goes. You have learned to tap into this ethereal connection and harness ghostly energies as your own. There are many ways that your connection to the spirit realm could have happened. In the past, perhaps one of your ancestors interrupted a powerful ritual, binding the spirits of those responsible to your own. Or maybe your family feels a strong sense of purpose that allows them to continue to manifest after their corporeal bodies have long since given way to death.
A Haunted Soul is often a drifter or outsider, feared and respected by villages for their ability to commune with the dead. Often considered soothsayers, witches, or seers, a Haunted Soul commands a healthy respect for the unknown.
Some parts of the world might see great benefit to having a Haunted Soul. Ancestor worship and respect for the dead would elevate a Haunted Soul to a position of power or influence as others seek them out for the wisdom of the dead.
Haunted Soul Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Ghost Touched, Friends on the Other Side |
| 6th | Call the Beyond, Gift of Spirit |
| 14th | Ethereal Jaunt |
| 18th | Astral Ascendance |
Ghost Touched
Starting at 1st level, learn the chill touch cantrip and it doesn't count against your number of cantrips known.
When you reach 3rd level in this class, you learn the augury spell, but it counts as sorcerer spell for you and it doesn't count against your number of sorcerer spells known.
Friends on the Other Side
Your close connection with the dead has affected you in several ways. You gain resistance to necrotic damage. In addition, your proficiency bonus is doubled when attempting a deception, intimidation, or persuasion check with an incorporeal or ethereal undead.
Call the Beyond
At 6th level, you gain the ability to call forth the spirits of the dead. As an action, you can spend 3 sorcery points to magically summon a spirit to attack your enemies and defend you. The spirit uses the specter statistics, with the following changes:
- The specter has your alignment.
- It does not have Sunlight Sensitivity
- The specter has hit points equal to two times your sorcerer level + your charisma modifier.
- The following numbers increase by 1 when your proficiency bonus increases by 1: the spirits’ skill bonuses and the bonuses to hit and damage of its Life Drain.
- Its Life Drain action is replaced with the following:
Life Siphon. Ranged / Melee Spell Attack: +4 to hit, reach 30 ft, one target you can see. Hit: 1d6 + 1 necrotic damage. On a successful hit, the spirit regains hit points equal to half the damage dealt.
The spirit appears in an unoccupied space of your choice within 10 feet of you. The spirit takes its turn on your initiative. On each of your turns, you can use a bonus action to mentally issue simple commands to any number of spirits you have made with this ability. If no command is issued the spirit takes the dodge action. Any spirit that starts its turn more than 60 ft away from its summoner takes 5 (1d10) force damage. The spirit disappears if it is reduced to 0 hit points, if you are reduced to 0 hit points, if you take a long rest, or dismiss any number of spirits as a bonus action. You can have a single spirit summoned this way at a time.
At 14th level, the number of spirits you summon and control increases to 2.
Ethereal Jaunt
At 14th level, you gain incorporeal movement. You can move through other creatures and objects as if they were difficult terrain. If you occupy the same spot as a solid object or creature when your movement ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
In addition, during your turn, you may spend 1 sorcery point to take the Disengage action as a bonus action.
Astral Ascendance
At 18th level, your connection to the astral realm waxes. You gain a magical flying speed of 50 feet and immunity to necrotic damage.
In addition, when you are reduce to 0 hit points, all of your spirits sacrifice themselves if you had any summoned. You regain a number of hit points equal to the total amount of hit points that your spirits had when you were reduced to 0. Once you use this feature, you can't do so again until you finish a long rest.
Previous Versions
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2/14/2019 6:22:42 PM
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11/14/2019 11:51:26 PM
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11/25/2019 7:34:45 PM
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11/25/2019 9:03:13 PM
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