Base Class: Sorcerer
Become a spirit detective! Learn the Spirit Gun at the start of your journey and as you grow in strength you will be able to learn how to defend yourself with an energy shield the a powerful shotgun technique and the ability to form an aura that will help your allies and hinder your enemies.
Spirit Pistol
You gain the Eldritch Blast cantrip.
When you cast this spell you may choose for it to deal Force or Radiant damage.
Sleuth's Grit
As a Bonus Action, roll any number of your Hit Dice. You regain a number of Sorcery Points equal to the sum of those Dice plus your Proficiency Bonus. When you use this ability you gain a point of Exhaustion for each Hit Die that you rolled.
Energy Knuckles
At 6th level, your unarmed melee attacks and attacks made with natural weapons deal an additional 1D6 plus your Charisma mod Psychic damage.
Energy Shield
At 6th level, you gain the ability to create a protective field around yourself that protects you from harm.
As Bonus Action, use 1 Sorcery Point and choose one of the following damage types: Fire, Cold, Acid, Lightning, Poison or Force. You gain resistance to damage of that type for 10 minutes. You may use this ability multiple times to resist different types of damage, however each additional use costs +1 Sorcery Point for each type of resistance that you already have from this ability.
Spray and Pray
You know the Prismatic Spray spell
Starting at 14th level, you can cast Prismatic Spray without material components or an arcane focus. You may cast this spell using 7 Sorcery Points instead of a spell slot.
When you cast this spell, you may spend 3 Sorcery Points and choose one of the effects from 1-7. Every target receives that effect instead of rolling to determine which effect they are hit with. If an 8 is rolled for a target they will suffer that effect twice.
Establish Territory
At 18th level, you are able to make the area around you aid your allies and hinder your foes. As an Action, Spend 7 Sorcery Points to activate an Aura with a 30' radius. Allies that enter or start their turn in this aura are healed 1D6+Cha Mod. Enemies that enter or start their turn in this aura take 1D6+Cha Necrotic damage.
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