Sorcerer
Base Class: Sorcerer

Whether through luck or sheer force of willpower, you conquered death at the very edge of your final breath, and in doing so, opened your mind and soul to the weave in order to complete unfinished business. With strong ties the gate of the afterlife, you have acquired the means to manipulate the boundaries between life and death and purge those who might stand in the way of your goal.

Revenant Spells

1st-level Revenant Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Revenant Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1st dissonant whispers, protection from evil and good
3rd gentle repose, ray of enfeeblement
5th blink, speak with dead
7th blight, phantasmal killer
9th cone of cold, hold monster

Consult the Departed

1st-level Revenant Soul feature

Your connection to the ethereal realm allows you to consult departed souls for aid. Before you make an attack role, ability check, or saving throw, you may use a reaction to grant yourself advantage on that roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest; however, each time you finish using this feature, roll a d6. If the number on the die is equal to or lower than the number of times you have used this feature since your last long rest, the spirit turns hostile and attacks you using your spellcasting modifier. If the attack hits, you take 1d10 + your proficiency bonus in psychic damage. This damage cannot be resisted in any way.

Styx Sense

6th-level Revenant Soul feature

The ever-trickling madness of the River Styx solidifies your attention to danger, even while unconscious. You gain the following properties:

  • You can't be surprised while you are conscious or unconscious.
  • You gain a bonus to your initiative equal to your proficiency bonus.
  • Other creatures don’t gain advantage on melee attack rolls against you as a result of you being prone or unconscious.

Dance of the Nightmare

14th-level Revenant Soul feature

You gain the ability to walk and fight as your fellow ghosts, slipping in and out of the Ethereal Plane. 

As an action, you can enter this state for 1 minute. For the duration, you may use a reaction on your turn to vanish into the Ethereal Plane. Your movement and interaction capabilities on this plane match those of the etherealness spell. At the start of your next turn or when the duration for this feature ends, if you are on the Ethereal Plane, you return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, 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.

You can dismiss this feature as an action. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.

Magnus Opus

18th-level Revenant Soul feature

The finale of your mortal objective is coming to a close. Like a beacon to all the lost souls, you will complete your mission and sleep soundly in the afterlife. As an action, you summon the spirits of those trapped in the ethereal realm and call them to rally at your side. The spirits might appear as ghosts, phantoms, or even the souls for which you wish to avenge or meet in the afterlife. The spirits are intangible and invulnerable, and they can create one the following effects before vanishing:

  • The spirits deal 300 psychic damage to one creature of your choice within 60 feet. This damage ignores all resistances and immunities.
  • The spirits echo out from your point of origin across your current plane, erasing or destroying all memories and written accounts tied to a creature you can see within 60 feet. Only those protected by spell effects such as mind blank or an antimagic field can keep their memories of this creature.
  • The spirits cast any spell other than wish. If the spell's casting time is longer than an action, it is then reduced to an action. If the spell usually requires concentration, it is instead held for the maximum duration. If the spell usually requires material components, they are ignored for the casting in this way.

Once you use this action, you die and cannot be revived, even by a wish spell.

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