Base Class: Sorcerer
You see dead people. For some reason, the undead are drawn to you, whether to impart dreadful omens or to pull you closer to the other side. The lingering aura of undeath that surrounds you can be as much a blessing as it is a curse… should you embrace it.
Haunted Spells
1st-level Haunted feature
You learn additional spells when you reach certain levels in this class, as shown on the Haunted 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 a divination or a necromancy spell from the sorcerer, warlock, or wizard spell list.
Haunted Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | detect evil and good, fog cloud |
| 3rd | levitate, see invisibility |
| 5th | blink, speak with dead |
| 7th | arcane eye, phantasmal killer |
| 9th | raise dead, telekinesis |
Visions of Undeath
1st-level Haunted feature
You can share your connection to the undead with others around you. As an action, you can force each creature of your choice within 30 feet of you to make a Wisdom saving throw against your sorcerer spell save DC. Constructs and undead are unaffected. On a failed save, a target becomes frightened until the end of your next turn.
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.
Ethereal Dodge
6th-level Haunted feature
Starting at 6 level, you can reflexively phase in and out the Ethereal Plane when danger strikes. When a creature you can see hits you with an attack, you can use your reaction to become semi-corporeal, halving the attack’s damage against you.
Phantasmal Flight
14th-level Haunted feature
At 14th level, you begin to resemble the spirits that haunt you. You gain a flying speed equal to your walking speed, and you can hover.
While you use this flight, you can spend 1 sorcery point to move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are immediately shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you moved.
Deathly Wail
18th-level Haunted feature
Beginning at 18th level, you can overwhelm your enemies with sheer terror and despair. As an action, you can release a mournful wail, forcing each hostile creature that can hear you within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, a creature falls unconscious. On a success, a creature takes 4d10 psychic damage.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
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