Sorcerer
Base Class: Sorcerer

Your innate magic comes from a past encounter with death. Most
often, this origin is traced back to surviving an attack from an
undead, such as a vampire’s bite, a ghost’s possession, or a
specter’s life drain. Or, it could have originated from an imperfect
revival or near-death experience. Regardless of the way you
attained this dark magic, it now dictates your life and greatly
augments your power.

Ghostly Concealment

Starting when you choose this origin at 1st level, you gain the
ability to slowly fade into the background, concealing yourself
from threats. If you remain still for 1 minute while in dim light or
darkness, you become invisible until you move, enter bright light,
or use an action, bonus action, or reaction.

Memories of the Fallen

Also at 1st level, you gain the ability to access the memories of
the deceased. By performing a 1 minute ritual on a corpse, you
can gain insight into how that creature died. If you already
witnessed that creature’s death, you instead gain another random
memory from that creature. This feature can only be used once
per corpse.

Necrotic Affinity

At 6th level, you learn two Necromancy spells from any class. A
spell you choose must be of a level you can cast. Whenever you
gain a level in this class, you may choose one of these
Necromancy spells and replace it with another Necromancy spell
from any class. The chosen spells count as sorcerer spells for you
but don’t count against the number of sorcerer spells you know.

Incorporeal Body

Starting at 14th level, you have the ability to become temporarily
incorporeal. As a bonus action on your turn, you can spend 2
sorcery points to become incorporeal, gaining resistance to all
damage that is not radiant, psychic, or force damage.
Additionally, you gain the ability to move through objects while
incorporeal as if the object is difficult terrain, and you become
immune to the grappled and restrained conditions. Your
movement doesn’t provoke opportunity attacks for the duration.
The incorporeal effect ends at the start of your next turn. If you
are inside an object when the effect ends, you are ejected to the
nearest empty space and stunned until the end of your turn.

Possession

At 18th level, you gain the ability to take control of another
creature’s body. As an action, you can spend 5 sorcery points to
attempt to possess a creature of size large or smaller within 5 ft.
of you. That creature must succeed on a Charisma saving throw
or be possessed for up to 1 hour. On a success, you then
disappear, and the target is incapacitated and loses control of its
body. While possessing a creature, you can't be targeted by any
attack, spell, or other effect, and you retain your alignment,
Intelligence, Wisdom, and Charisma. You otherwise use the
possessed target's statistics, but don’t gain access to the target's
knowledge, class features, or proficiencies.
At the start of each of your turns, if the possessed creature has
been damaged at least once since the end of your last turn it can
repeat the saving throw, ending the effect on a success. You may
also end the effect using your bonus action. A target is immune to
Possession for 8 hours after succeeding on the saving throw

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