Base Class: Sorcerer
You gained a strong connection to the other side, the world of spirits, and you can channel there raw magical power. Maybe you were born on an auspicious date or a bad omen and you bear a physical mark of your connection. Maybe you have died before, but were brought back and you can still call on your tether to the afterlife. Or maybe a god made you an oracle, making you a mouthpiece for their will from beyond.
Seance
Communing with spirits requires elaborate ritual sessions, and you know how to perform them, giving you the following benefits:
Ambiance. You know the Thaumaturgy cantrip, which does not count towards the number of known sorcerer cantrips for you.
Ritualistic. You can cast known spells with the ritual tag as rituals.
Commune. Augury and Speak with Dead are added to the sorcerers spell list for you (though not automatically known). Additionally, starting at 1st level you can cast either of these spells as a ritual, but you can only ask one question. You can spend a sorcery point to ask an additional question, up to the spells maximum. Once you do so, you cannot do it again before finishing a long rest.
Bridge Between Worlds
You can commune with spirits and channel some of their unknown magic through you. At 6th level, you can do an elaborate ritual casting to cast a ritual spell you do not know. In order to do so, you must spend a sorcery point + the cost of creating a spell slot of the required level with the Flexible Casting feature. The spell can be from any spell list as long as you have access to the spells level, but must have the ritual tag, adding 10 min to the spells casting time as per a usual ritual casting. Roll a d20 to see if more magic sips through than you wanted. On a 1, roll on the Wild Magic Surge table. The ritual spell still goes into effect, but the extra effect also happens at the end of casting it.
Possession
At 14th level, your connection to the spirit world is strong enough to let a spirit pass through and dominate someone. You learn the , which does not count towards the amount of spells you know. You can cast it normally or expend 3 sorcery points to cast it as a ritual at 5th level.
Animate Objects
[Tooltip Not Found] Additionally, during this time you can also cause the object to use a reaction, but this requires you to use your own reaction as well.
Dominate Person
Dominate Person The creature cannot move while it is cast as a ritual. Additionally, it only takes a bonus action for you to take total and precise control.
Taking total and precise control is defined as foolows (as per the spells description): Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Spectral Form
Starting at 18th level, you can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you can spend 5 sorcery points to assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
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