Sorcerer
Base Class: Sorcerer

Sorcerer of this origin began their lives at a very early age being disturbed and haunted by a spirit.  For some reason the spirit became attracted to the sorcerer, and it decided to attach itself.  The sorcerer probably felt haunted by this spirit at first but has since learned methods to communicate with it.  As a sorcerer the two entities have gestated into one being, the sorcerer sharing their lifeforce with the spirit and the spirit channeling its arcane energies through its host.

There is no way of knowing why the spirit was attracted to the sorcerer.  By the time the sorcerer has progressed to being a spirit whisperer, the two have attained a communication-level that is understood by both.  Spirits do not seem to be able to speak verbally, but the whisperer and the spirit learn to communicate in other ways, (a song that the spirit likes, trinkets that give the spirit good memories, etc.)  

After a while the spirit will realize it needs the sorcerer lifeforce to maintain a state of consciousness in this world.  Although not all spirit whisperers are abusive to their spiritual companions, it soon becomes apparent that the sorcerer is the master, and the spirit is a servant.  The spirit absolutely needs the sorcerer more than the sorcerer needs the spirit.

* Originally I made three versions of this subclass to comply with the 5th Edition Rules but this just did not work with the spirit of the original subclass.  So I combined them into one subclass more in the spirit of the original subclass design.

Arcane Spiritual Adaption

1st Level Arcane Spiritual Adaption feature

Since the sorcerer's abilities are fueled by a gestated relationship with an entity from the spirit world the spirit whisperer will automatically attain some bonus spells to the spells that they attain during level progression.  The spirit whisperer will attain false life at 1st level and see invisibility at 3rd level.  These spells will not count against their other known spells.

Spiritual Guidance

1st Level Spiritual Guidance feature

The spirit will have innate memories of its life based upon the spirit's origin.  The spirit will grant its host proficiency-level skill in one of the following skills; animal handling, history, or nature.

Animal Handling

You have skill in getting animals to do what you want.

History

You are knowledgeable about history.

Nature

You have a fundamental understanding of nature.

Spiritual Protection

1st Level Spiritual Protection feature

The whisperer's spiritually gestated status will provide them with protection from various forms of incorporeal undead (shadows, wraiths, ghosts, etc.).  If such creatures attempt to physically attack the sorcerer, the sorcerer will benefit from an armor class bonus equal to their proficiency score.  This ability is automatic and active even if the sorcerer is unconscious.  This ability does not offer any other benefits other than the armor class bonus.  This feature offers no form of protection from other forms of undead, non-undead creatures, or other types of undead attacks.

This is a type of non-magical deflection armor class bonus. Thus it cannot be dispelled, but it does not stack with any other form of deflection armor class bonuses. Only the strongest defection bonus will apply.

Primary Spirit

6th Level Primary Spirit feature

You have developed the relationship between you and your primary spirit to a mutual coexistence.  They are linked to your lifeforce and can sense your feelings.  In turn, you can benefit from knowledge, arcane lore, and spiritual abilities.  The player will choose a primary spirit to bond with and that spirit will teach the sorcerer skills and abilities they attained while they were still alive.  Each spirit will teach the sorcerer a skill and three bonus spells (a 1st level, a 2nd level, and a 3rd level.)  Additionally, the sorcerer will be able to enter a higher coexistence with the spirit by spending a sorcery point.  The duration of this higher coexistence lasts for about a minute when activated.

Air Spirit

You have chosen a nature spirit from the Elemental Plane of Air as your primary spirit.  In life this creature could have been any creature from the Elemental Plane of Air, but in truth it probably cannot remember that much about its former life.  This spirit will teach you how to speak the Auran and Primordial languages.  Additionally, this spirit will add feather fall, invisibility, and fly as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be resistant to all lightning and thunder damage.

Balance Spirit

You have chosen a spirit of balance as your primary spirit.  This spirit could have been ancestral, animal, or nature in life but as a spiritual reflection of itself, it came from somewhere where all things lived in a natural peaceful balance with each other.  This have made this spirits nature rather peaceful, but in truth it probably cannot remember that much about its former life.  This spirit will teach you how to speak the secret druid language.  The spirit does not need to have previously had been ancestral to know this language, where it was from it would have heard this tongue all of its life.  Additionally, this spirit will add expeditious retreat, enthrall, and protection from energy as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to roll all Constitution saving throws and ability checks at advantage.

Earth Spirit

You have chosen a nature spirit from the Elemental Plane of Earth as your primary spirit.  In life this creature could have been any creature from the Elemental Plane of Earth, but in truth it probably cannot remember that much about its former life.  This spirit will teach you how to speak the Terran and Primordial languages.  Additionally, this spirit will add shield, spike growth, and meld into stone as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be resistant to all slashing and poison damage.  This higher state will make the sorcerer resistant to the damage caused by poison but it will not assist with saving throws vs. poison.

Explorer Spirit

You have chosen an explorer spirit as your primary spirit.  In life this creature traveled extensively to many distant lands.  This spirit could have been anyone from a sailor, to a worldly diplomat, or even a migratory bird.  In truth it probably cannot remember that much about its former life.  This spirit will teach you two languages of your choice.  Additionally, this spirit will add comprehend languages, misty step, and clairvoyance as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to roll all history, perception, and survival skill checks at advantage.

Family Guardian Spirit

You have chosen an anceatral spirit known as a family guardian as your primary spirit.  In life this spirit was a direact ancestor to the sorcerer, and has bonded with a living member of its bloodline to protect them.  By their nature, these spirits are very protective.  These spirits can remeber more of their former life than most other spirits.  This spirit will grant you proficiancy in persuasion skill.  Additionally, this spirit will add mage armor, hold person, and slow as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be resistant to all necrotic and poison damage.  This higher state will make the sorcerer resistant to the damage caused by poison but it will not assist with saving throws vs. poison.

Fire Spirit

You have chosen a nature spirit from the Elemental Plane of Fire as your primary spirit.  In life this creature could have been any creature from the Elemental Plane of Fire, but in truth it probably cannot remember that much about its former life.  This spirit will teach you how to speak the Ignan and Primordial languages.  Additionally, this spirit will add burning hands, scorching ray, and fireball as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be resistant to all fire and radiant damage.

Heretic Spirit

You have chosen an ancestral spirit known as a heretic spirit your primary spirit.  In life this was an individual that fought against the established status-quo or an organization, but in truth it probably cannot remember that much about its former life except a hatred for a certain group.  The later will be prominent even if the spirit cannot remember why they hate them.  This spirit will teach you proficiency in insight skill.  Additionally, this spirit will add disguise self, suggestion, and counterspell as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to make all saving throws vs. charms and fear effects at advantage.

Hunter Spirit

You have chosen an ancestral spirit known as a hunter spirit your primary spirit.  In life this was a person or creature that had to hunt every day for its survival.  This was neither an apex predator or at the bottom of its food chain.  This spirit had to learn to live off what the world around it was able to provide.  This spirit will grant you proficiency in longbows and shortbows to enable you to hunt better.  Additionally, this spirit will add silent image, misty step, and flame arrows as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to make all ranged attacks (any weapon or spell that requires a to hit roll) at advantage.

Loyal Guardian Spirit

You have chosen an animal spirit known as a loyal guardian spirit your primary spirit.  In life this was an animal that served its master its whole life.  About 90-percent of these spirits were either dogs, horses, or camels in life, but some were animal companions or familiars.  These spirits are very loyal and comfortable with a master and servant relationship.  This spirit will increase the sorcerer's walking movement by 5.  Additionally, this spirit will add shield, enhance ability, and haste as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to make all Wisdom saving throws at advantage.

Mighty Beast Spirit

You have chosen an animal spirit known as a mighty beast spirit your primary spirit.  In life this was an apex predator that lived its whole life at the top of its food chain.  This creature had to hunt to survive but was the dominant predator with very few or no predators that hunted them.  These spirits are very proud and aggressive.  This spirit will teach you proficiency in intimidation skill.  Additionally, this spirit will add thunderwave, enlarge/reduce, and fear as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to make all saving throws vs. fear effects at advantage.  Also, while in this state if the sorcerer ever rolls a critical hit, they will be able to re-roll the lowest damage dice when determining the critical damage total.

Mystic Spirit

You have chosen an ancestral spirit known as a mystic spirit your primary spirit.  In life this was an individual was proficient in the use of magic.  This spirit will teach you proficiency in arcana skill.  Additionally, this spirit will add detect magic, detect thoughts, and dispel magic as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be resistant to all magical force and psychic damage.

Nocturnal Spirit

You have chosen an animal spirit known as a nocturnal spirit your primary spirit.  In life this was an animal that had a nocturnal existence.  These spirits are the most at odds with their sorcerer hosts because in their lives they were active at a time that most humans and demi-humans were not active.  This can cause some strange periods of activity now that they share their existence with another being.  This spirit will grant its host natural darkvision 60' feet without any form of side effects in sunlight.  Additionally, this spirit will add sleep, darkness, and major image as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to see the world as if they had natural true seeing ability.  This true seeing can even see through magical darkness.

Ominous Spirit

You have chosen a spirit known as a ominous spirit your primary spirit.  This spirit can be ancestral, animal, or nature in origin, but that is not the point.  This spirit is ominous because it was responsible for some form of disaster or catastrophe while it was alive.  Whether the incident was an accident or deliberate, this spirit was once the cause of great misery and death at one time.  The incident reflects upon this spirit in the spirit world and thus reflects in the true nature of this spirit's existence.  This spirit will teach you proficiency in religion skill.  Additionally, this spirit will add bane, blur, and bestow curse as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to make all saves vs. charms and poisons with advantage.  While this grants the sorcerer advantage on saving throws it does not reduce the damage caused by poisons.

Pack Hunter Spirit

You have chosen a spirit known as a pack hunter spirit your primary spirit.  This spirit can be ancestral or animal in origin.  When this spirit was alive it was part of a group that hunted their prey as a group, using coordinated attack patterns to surround and control their escape.  This spirit will add the sorcerer's proficiency in survival skill.  Additionally, this spirit will add speak with animals, mirror image, and conjure animals as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to roll all Dexterity saving throws and ability checks at advantage.

Seasons Spirit

You have chosen a nature spirit known as a seasons’ spirit your primary spirit.  This spirit's life was very short as it was a time-based spirit that only lived for one season.  These spirits are just a part of nature as the seasons themselves despite their typical short lifespan.  They will remember the season when they were active even now as a spirit and will get nostalgically excited during this time of year.  This spirit will teach you proficiency in nature skill.  Additionally, this spirit will add absorb elements, lesser restoration, and daylight as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be resistant to all fire and cold damage.

Thief Spirit

You have chosen a spirit known as a thief spirit your primary spirit.  This spirit can be ancestral or animal in origin, and while it was still alive it lived by stealing from others.  This spirit could have been an actual thief, a scavenger animal, or even a beggar.  This creature could not survive on its own means.  This spirit will teach you the thieves' cant language.  Additionally, this spirit will add expeditious retreat, invisibility, and magic key as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to make all deception, sleight of hand, and stealth skill checks at advantage.

Warrior Spirit

You have chosen a spirit known as a warrior spirit your primary spirit.  This spirit is ancestral origin, and while it was still alive it was a fierce and trained warrior of some type.  This spirit served a cause, army, or community when it was still alive and will have a very loyal and protective nature.  This spirit will teach you proficiency in two martial weapons of your choice.  Additionally, this spirit will add mage armor, flame blade, and blink as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to make all melee and touch attacks at advantage.

Water Spirit

You have chosen a nature spirit from the Elemental Plane of Water as your primary spirit.  In life this creature could have been any creature from the Elemental Plane of Water, but in truth it probably cannot remember that much about its former life.  This spirit will teach you how to speak the Aquan and Primordial languages.  Additionally, this spirit will add fog cloud, acid arrow, and water breathing as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be resistant to all acid and cold damage.

Wilderness Spirit

You have chosen a spirit known as a wilderness spirit your primary spirit.  This spirit animal or nature in origin.  This spirit is from someplace where no humans or demi-humans can be found.  These spirits are from places of untouched wilderness.  Deserts, dense jungles, underwater coral or kelp beds, subterranean realms are all places where these spirits can be found.  This spirit will teach you proficiency in perception skill.  Additionally, this spirit will add entangle, barkskin, and plant growth as bonus spells, but they will not count against your other known spells.

The Sorcerer can attain a higher level of coexistence with this spirit by spending a sorcery point.  This can be done with any action, bonus action, or reaction.  Once activated this higher coexistence will last for about a minute.  While in this state the sorcerer will be able to make all poison or disease saving throws at advantage.  While this grants the sorcerer advantage on saving throws it does not reduce the damage caused by poisons.

Spiritual Practice

14th-level Spiritual Practice feature

You have adopted a spiritual practice to both utalize and improve the communcation with your spirit.  You may choose one spiritual practice from those listed below.

Beh' Grummuk

This practice was developed by orc tribes and is more commonly known as dream vision. This practice will allow the sorcerer perform a ritual to see the world through their spirits eyes. This practice will grant the spiritualist proficiency in investigation, and add Clairvoyance/Clairaudience and Scrying as additional spells.  This practice will allow you to cast each of these spells once per long rest in addition to the rest of your spells.  To cast them more than this will require the use of a spell slot.

Additionally the spirit whisperer will become resistant to psychic damage.

Chenou

This spiritual practice is commonly referred to as spiritual embodiment. This spiritual practice will allow the spiritualist to command their spirit to animate a freshly dead body into a zombie. The target for this spell is required to have a body with a skeleton inside of the body, be within 20' feet of the spiritualist, and cannot have been dead for more than a minute.  This ability acts a lot like an animate dead spell with some exceptions:

  • The sorcerer can command their spirit to do this as a bonus action.
  • This practice allows the sorcerer caster to use this ability once per short rest.  To use this spell more than once between short rests requires the spending of a spell slot.
  • The animated body must be dead for no longer than a minute (fresh killed,) have a skeleton within the body, and it will be animated as a zombie.
  • If the socerer does not give the animated body any commands it will defend the sorcerer without the need for the sorcerer to concentrate on it.
  • The zombie will have an equal number of hit points as the sorcerer who ordered its animation.
  • The animated body will only remain under the spirit's control for 10 minutes.  By this time, rigor will start to set in and make it difficult for the spirit to animate in the body.
  • After the battle is over the spirit can use the body to communicate with its master my playing charades or pointing at things until the body becomes unusable.  It will not be able to speak.

Hey 'na

You now practice Hay'na, more commonly known as necrospeak or reverse possession. Hey'na is also known amongst spiritualists as being the oldest spiritual practice.  Its recognized as the "parent practice" of all of the other spiritual practices.  With this practice, your character has developed such a strong bond with their spirit that they can perform a seance or a ritual dance, that will allow the spirit to take over their mind.  When they perform this ritual, they will receive a vision from their spirit.  This practice grants the spiritualist the following benefits:

  • They can perform a ritual once per day to receive a vision of an event that will take place within the next 24-hours.  Additionally, when the spiritualist encounters the event from the vision, the vision will allow them to make all actions (attack rolls, saving throws, skill rolls, etc.) during the event at an advantage.
  • They can trust their spirit to act semi-independently and focus on a spell that requires concentration.  The spirit can aid the spellcaster with concentration spells in several ways.  The spirit can focus on a concentration spell for the caster so the caster can perform other actions.  The spirit can ignore partial cover and line of sight with concentrating on a spell, and the spellcaster will make all Constitution spell concentration saving throws at advantage.  The sorcerer can have their spirit only focus on one concentration spell at a time.
  • They will add Speak with Dead to the rest of their spells.

Ogo Amma

You have chosen to make a spiritual contract with a maevolent spiritual creature known as Ogo Amma. This being grants you its "gift". This gift adds Fear and Confusion to your known spells. Allows each of these spells to be cast one time per long rest each, in addition to your other spells. This "gift" improves your saves vs. mind-affecting spells and makes all of your mind-affecting spells more intense.

  • Fear and Confusion spells added to your spells.  Can each be cast once per long rest in addition to your normal spells.
  • All targets of your mind-affecting spells make saves at a disadvantage.
  • You make all saves against mind-affecting spells with an advantage.

This "gift" is only able to effect spells.  Offers no protection from other forms of mind-affecting attacks or effects.

Terrux Massi

You practice Terrux Massi, also known as spiritual warding. You understand how an event in this world can ripple like still water into the spiritual world and then ripple back into our world. You understand there is no such thing as death, only change. This practice will give the character proficiency in medicine and add Lesser Restoration and Cure Wounds to your known spells. You can cast both of these once (at your highest accessable spell level) per short rest in addition to your remaining spells. To cast them more times than this will require a spell slot.

Additionally the spirit whisperer will also gain advantage to their saving throws against death-magic spells.  This protection only counts against spells and not other forms of death-magic attacks.

Voodoo

Your character has chosen to practice Voodoo. This is the most famous form of spiritual practice and there are versions of this practice everywhere. This practice figuratively goes by thousands of names.  This practice allows you to place in invisible curse on a target of your choice. You can only place one curse per short rest. You must either possesses something of personal value to the target, have a pre-made a doll-like effigy of the target, or be able to see the target at the time of casting.

Upon casting a Voodoo curse, the target suffers a disadvantage to the attribute checks and saves with any single attribute selected by the caster.  The target is allowed a saving throw vs. the curse at the time of the casting, but the save will be performed by the game master in secret.  The saving throw will be with the same attribute that is being cursed.

If the curse is being cast from a distance, it will last until the sorcerer takes their next short rest, the caster is incapacitated, the caster removes it, or the target dies.  If the caster uses a personal item or doll while casting the curse, they can reestablish the curse (after resting) on the same target by speding a bonus action.  No one can cast another Voodoo curse until the first curse is removed.  The curse is an invisible attack and many suffering from one never know it.  A voodoo curse can be revealed with detect magic and removed with a dispel magic spell.  No target can have more than one Voodoo curse on them at a time.  The effects do not stack with other debuff magics.  If a voodoo curse is removed the caster knows immediately.  A Voodoo curse can be cast as a bonus action or ritual spell.

In addition to being able to cast Voodoo curses, this practice fortifies the sorcerer from neucrotic damage.  They will receive resistance to these types of attacks.

Dual Lifeforce

18th Level Dual Lifeforce

Character's affinity with the spirit world has become so strong that they have generated a secondary spiritual lifeforce. When a spirit whisperer of this level is ever reduced to 0 hit points, instead of dying their spirit will restore them to 1 hit point. Additionally, the spirit will also fortify the sorcerer's lifeforce by giving them temporary hit points equal to half of their total maximum hit points. This can be done once per long rest.  The temporary hit points do not stack with other forms of temporary hit points.  Whichever total is greater will dominate over the other.

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