Sorcerer
Base Class: Sorcerer

Haunted Souls are sorcerers whose innate abilities draw malevolent spirits to them. Those who survive the ordeal form a symbiotic relationship, harnessing their power while having their soul slowly drained away.

This is an adaptation of the Haunted Soul sorcerer subclass from the videogame Solasta: Crown of the Magister.

Haunted Spells

1st-level Haunted Soul 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.

Haunted Spells
Sorcerer Level Spells
1st bane, chill touch , inflict wounds
3rd enthrall, ray of enfeeblement
5th fear, speak with dead
7th blight, phantasmal killer
9th animate objectsdominate person

Spirit Visage

1st-level Haunted Soul feature

Your connection to the spirits within you allow you to strike fear in others. As a bonus action you can cause a creature within 30 feet of you that you can see to make a Wisdom saving throw against your spell save DC. On a failure, they are frightened of you for 1 minute.

You can use this feature a number of times equal to your charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Vengeful Spirits

6th-level Haunted Soul feature

You can call forth the spirits inside you to torment an area. As a bonus action you can send them up to 60 feet away, where they swirl in a 15-foot cube for 1 minute. The spirits disappear early if you use this feature again or if you dismiss them as a bonus action.

Whenever a hostile creature moves into the cube or starts its turn there, it is engulfed in ghostly flames and must make a Charisma saving throw against your spell save DC. It takes 2d6 + your Charisma modifier necrotic damage on a failure, or half as much damage on a successful one.

On each of your turns while the spirits remain, you can use a bonus action to move the cube up to 30 feet in any direction.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 4 sorcery points to use it again.

Ghastly Protection

6th level Haunted Soul Feature

Your symbiotic relationship with the spirits residing in your soul grows stronger. You gain resistance to necrotic damage, are immune to the Frightened condition and cannot be possessed.

Phantom Form

14th-level Haunted Soul feature

You gain the ability to take on the appearance and abilities of the spirits within. As a bonus action, you can spend 5 sorcery points to magically assume the form of a ghost for 10 minutes. For the duration, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can 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.

Dreadful Wail

18th-level Haunted Soul feature

You can unleash the mournful wails of the spirits within. As an action while your Phantom Form is active, you can cause each creature of your choice within 30 feet of you to make a Wisdom saving throw against your spell save DC or take 4d10 psychic damage, have its speed reduced to 0 until the end of its next turn and become frightened of you for 1 minute. On a successful save, a creature takes half as much damage, doesn't have its speed reduced and doesn't become frightened. At the end of each of a frightened creature's turns, it must succeed on another Wisdom saving throw or take another 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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