Sorcerer
Base Class: Sorcerer

A mysterious event in your family's past has lead to a strong connection with the dead. Strange occurrences and whispers follow 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 Grave-Touched sorcerer 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 Grave-Touched sorcerer commands a healthy respect for the unknown. Some parts of the world might see great benefit to having one around. Ancestor worship and respect for the dead would elevate a Grave-Touched to a position of power or influence as others seek them out for the wisdom of the dead.

Haunting Magic

Starting at 1st level, you 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.

Necropolitician

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 spirit has your alignment.
  • It does not have Sunlight Sensitivity.
  • The spirit has 13 (3d8) hit points.
  • It also appears with a number of temporary hit points equal to half your sorcerer level.
  • Its Life Drain action is replaced with the following:

Life Siphon. Ranged Spell Attack: +3 to hit, reach 30 ft, one target. Hit: 7 (2d6) necrotic damage. On a successful hit, the summoner of the spirit gains 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 maximum of 3 spirits summoned this way at one time.

Gift of Spirit

At 6th level your knowledge of spirit allows you to transfer some of your vitality to another. As an action you take 3d8 necrotic damage and one creature of your choice that you can see within 30 ft regains a number of hit points equal to twice the necrotic damage you take. If the creature you chose is already at maximum hit points, they gain temporary hit points instead. This damage ignores resistance and immunity. You can use this feature a number of times per day equal to your charisma modifier (minimum 1).

Ethereal Jaunt

At 14th level, you gain incorporeal movement. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.

In addition, during your turn, you may spend 1 sorcery point to take the Disengage action as a bonus action.

More Dead than Alive

At 18th level, your connection to the spirit realm strengthens to the point that the material world begins to lose its grasp upon your form. You gain a magical flying speed of 50 feet and immunity to necrotic damage. In addition, when you are reduced 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.

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