Sorcerer
Base Class: Sorcerer

It was said that the long dead trickster Mirgal was capable of creating magical beings so real that no one could tell that they were illusions. It was a favorite pastime of his to torment others with an imaginary lover, nemesis, or long-lost child, only to dispel the creature at his whim.

At some point in your life, you began to feel not entirely connected to the real world. You heard whispers from another plane and began to have conversations with what you initially assumed were imaginary companions. But over time you have begun to wonder if they are indeed real. Or if you, like them, are not.

Could you be an illusion conjured by a powerful magic user that has somehow been made real? Or do you simply have a connection with a powerful force beyond your understanding? The answers to these questions may be part of what drives you to search and to explore…

Note: you will have to add the misplaced soul monster from the homebrew monsters to add the stat block to your character sheet's extra section.

Companions from the Before

In your dreams you remember a vast and strange place that you have come to believe is where you originated—or where you were kept until needed. You have memories of other souls, like yourself, lingering in that domain.

At 1st level, you may use a bonus action to summon one of these creatures to a location within 10 feet of yourself.  They may look like any small or medium sized creature you have seen. The total number of misplaced souls you may summon at one time with this feature increases to 2 at level 6, 3 at level 14, and 4 at level 18. Summoned misplaced souls disappear if either you or they are reduced to zero hit points, if you use a bonus action to dismiss any number of them, or after 10 minutes.

You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Act as One

You do not know if they are actually spirits or are indeed other misplaced souls, like yourself, that have not yet been made fully corporeal. Regardless, you have a connection with them, and can communicate telepathically with any of your misplaced souls when they are within 120 feet of you.

Starting at 1st level, as a bonus action on your turn, you can move any number of your summoned misplaced souls up to 30 feet. At the end of their movement, each summoned misplaced soul can then take any available standard combat action or those from the misplaced soul stat block, once they are available, or you can swap places with one of them instead. A swap costs no movement to either you or the misplaced soul and does not trigger opportunity attacks.

Hinder and Help

Your connection with your otherworldly companions grows stronger. Starting at 6th level you may now use a bonus action to spend sorcery points to empower them in various ways. This can also be done as part of the bonus action you use to summon a misplaced soul.

  • • For 1 sorcery point, one misplaced soul adds the Interfere feature to its stat block. Interfere. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC is your spell save DC).
    • For 2 sorcery points one misplaced soul gains the Misplaced Defender feature: they gain 5 times your sorcerer level in temporary hit points, a +4 bonus to their Armor Class, the Disrupt action, and the Reduce Harm reaction.
      › Disrupt. The misplaced soul marks a creature within 60 feet and until the start of your next turn, that creature has its attack roll reduced by your proficiency bonus.
      › Reduce Harm. If a creature within 5 feet of the misplaced soul is hit, the misplaced soul can use its reaction to grant the target immunity to the damage dealt. The misplaced soul takes the full amount of damage the target would have taken instead.

At any time, a misplaced soul may only have one special feature and each special feature may only be applied to one misplaced soul (this includes the additional feature unlocked at level 14).

The Imagined Offense

Starting at 14th level, you gain an additional feature that can be granted to a misplaced soul by using a bonus action:

• For 2 sorcery points one misplaced soul gains the Violent Force feature. They gain 5 times your sorcerer level in temporary hit points, +2 to their Armor Class, and a multiattack action: they may use the Illusionary Rend attack and then two Violent Thrashing attacks.

› Illusionary Rend. Ranged Weapon Attack (Requires Violent Force): your spell attack modifier to hit, range 30 ft., one target. Hit: 11 (2d10) + PB psychic damage.

› Violent Thrashing. Melee Weapon Attack (Requires Violent Force): your spell attack modifier to hit, range 5 ft., one target. Hit: 6 (1d12) + PB psychic damage.

Additionally, you may use a bonus action to consume one or more misplaced souls (your choice). You are healed by twice the combined total hit points of the consumed souls and they are destroyed. You regain one sorcery point.

Dreams Made Real

Starting at 18th level, you may use a bonus action to force any summoned misplaced souls to merge as long as they are within 60 feet of each other. You choose the combinations and the location of any merged misplaced souls. Any temporary hit points that the merged souls had become actual hit points. The combined then add their hit points together, stack any Armor Class bonuses, and gain all actions and reactions from all of the combined souls. Additionally, depending on the number of souls combined, further features are available to this new creature. A maximum of 4 souls can be merged into a single entity and once used this ability cannot be used again until a long rest is completed.

•2 Souls. The creature gains Magical Resistance: you have advantage on any saving throw against spells. You may only be damaged by magical weapons.
•3 Souls. The creature is stronger and gains an additional +1 to its Armor Class and adds your Charisma modifier to all attacks rolls and to any damage it does. It gains damage resistance to all damage types.
• 4 Souls. The creature gains regeneration—as long as it begins its turn with at least one hit point, it regains 10 hit points.

If you become incapacitated or are reduced to zero hit points while the combined soul is present, roll a d20. If you roll a 1 or 2 the combined soul becomes a real creature that persists. They are no longer under your control and have the stat block of a commoner. Their disposition is friendly towards you.

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