Base Class: Sorcerer
In the dusky twilight where shadows dance and whispers linger, there strides the Soul Sorcerer, a conduit between the mortal realm and the ethereal. Their connection with the spirit world is profound, woven with the threads of moonlight and the echoes of ancient forests. With a silent call, they beckon forth the spectral essence of the wild, riding upon ethereal steeds into the depths of the night.
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Soul Origins |
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d6 |
Origin |
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1 |
Through your bloodline, bound to ancient mysticism, you inherit a spiritual legacy that binds you to the ethereal realm. While using your powers a ghost of your ancestor's hovers behind you. |
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2 |
Chosen by a powerful spirit guardian at your birth, you are imbued with otherworldly abilities to protect and guide the natural world. This spirit guardian often visits you in your sleep. |
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3 |
Your slipped through deaths hands before you were even born but not without touching the realm of the dead, granting you insights and powers beyond the mortal realm. When someone dies you can see a light leaving their body. |
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4 |
As a child you were attacked by a spirit on a graveyard. When you woke up the next morning you felt cold and had ghostly powers. When you look in the mirror you see the reflection of said aberration instead of your own. |
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5 |
Initiated into ancient rituals of soul magic, you unlock your latent connection to the spirits, becoming a conduit for their ethereal energies. The rituals left many unremovable symbols on your body. |
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6 |
Unearthing long-lost family secrets in an ancient ancestral home, you trigger a dormant magic by accident, opening a portal to the spirit world and fusing with its essence. Every time you use your powers your hair turns white, and your breath leaves a blue mist in the air. |
Soul Spells
Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Soul Spell table. These spells count as sorcerer spells for you, but they don’t count against the number of artificer spells you prepare.
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Soul Spells |
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Sorcerer Level |
Spells |
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1rd |
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3th |
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5th |
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7th |
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9th |
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Spirit of the Beast
Starting at 1st level, your connection to the dead allows you to summon the spirits of animals to your aid. You can cast Find Familiar once per day without Material Components.
When you cast it in this way the Familiar is considered undead and can move through other creatures and objects as if they were difficult terrain. It dies if it ends its turn inside an object.
When you reach 3rd level, your connection to the spirits of animals grows strong enough for you to pull the souls of dead beasts into the realm of the living, allowing you to summon an otherworldly steed that defies the boundaries of life and death. You learn the Find Steed spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, your mount has resistance to all damage dealt by non-magical attacks and is considered an undead creature
Phantom Dash
At 6th level, your connection with the spirit world enables you and your mount to perform Phantom Dash, a supernatural manoeuvre that allows you to pass through the realm of the spirits and leave a stinging chill behind. As an action, you can spend 1 to 5 sorcery points to dash a number of feet equal to 5 x the sorcery points spent in a straight line, if you are riding a mount the distance is doubled. Durring this dash you can move through the space of other creatures and objects, dealing cold damage equal to your sorcerer level to any creature you pass through. This movement doesn't trigger opportunity attacks.
If you would end this movement inside a creature or object you and your steed are ejected to the nearest unoccupied space, and you both take 1d6 force damage
Near Death Experience
At 14th level, you become able to enter the world of the dead to dodge mortal injuries. When you would be hit by an attack, spell, or are forced to make a save you can use a reaction to shift yourself along with your mount to the Ethereal Plane. You and your steed remain in the ethereal Plane until the end of your next turn, until one of you moves or until you dismiss it with a free action.
Once you use this feature you cant do so again until you finish a short rest
Spectral Phasing
At 18th level, your connection with the spirit world evolves, allowing you and your steed to adopt a ghostly form. As an action, you can spend 7 sorcery points, transforming both yourself and your steed into ethereal entities.
While in this form:
- You both gain a flying speed equal to your walking speed.
- You both can move through creatures, objects and 5ft thick walls as if they were difficult terrain.
Moving through other kinds of difficult terrain costs you no extra movement - You both have advantage on all saving throws.
- Attacks made against either one of you have disadvantage.
- You both become resistance to all non-magical damage.
This ghostly state lasts for 1 minute, if you're in the air when it runs out you will gently float down at a speed of 30 feet per turn until you touch the ground again. If you are inside an object or creature when it runs out you both take 1d10 force damage and are ejected to the nearest unoccupied space.
Once you use this feature you can't do so again until you finish a long rest.
Previous Versions
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