Sorcerer
Base Class: Sorcerer

Not all sorcerers are born of the living. Ghosts and other incorporeal undead with the capability of possession do so with the intent of harming the living, even doing so to protect them from threats that they could not otherwise perceive. Occasionally, such a possession leads to an encounter with an old flame or other object of the invading entity’s fancy, and a child is born from the union. 

While the children of such unions are their own individuals with personalities, the possessing spirit inevitably marks their offspring with otherworldly traits and abilities which often disconcert their unsuspecting parents. As the possession is invariably ended by the birth and the subject is returned to control of their own body, this sort of revelation is at best shocking, and many new parents abandon these children when they are born out of fear of them.

Imperceptible Machinations

Spells you cast have a tendency to silently take hold of your victims, stealing over them slowly and without warning, much like your undead parent. When you cast a spell of enchantment or illusion,  the target makes a wisdom (perception) check versus your spell DC. On a failure, the target is unaware that they are currently under the effects of a spell, and will remain unaware even after the spell has ended. If the spell has an area of effect or otherwise affects more than one target, then all creatures inside of the area make the check with advantage.

Ghostly Countenance

Your ghastly parentage leaves a lasting mark on you, a sign of your ghostly origins. You are proficient with Stealth and Intimidation, and you know the Thaumaturgy cantrip.

Insidious Whispers

Much the same as your namesake causes chills to creep up the spines of the living and terror to wreak havoc on the mind, so too does it affect your spellcraft. When you successfully effect a creature with a spell, you may spend 2 sorcery points and use your bonus action to deal 1d4 + your charisma modifier psychic damage to the target, Increasing to 2d4 at 8th level, 4d4 at 12th and 8d4 at 16th. In the event that multiple creatures would take this damage, you divide this damage as you choose among those creatures. Creatures who take this damage make a wisdom (perception) check against your spell DC: a failure means that the affected creature does not realize it has taken the damage, and acts accordingly.

Ethereal Escape

Your ghostly nature has allowed you to slip into the ethereal plane to avoid danger, taking on a ghostly, translucent appearance when you do so. If you would be the target of a spell that allows a dexterity or strength saving throw, you may instead choose to spend 5 sorcery points as a reaction in order to pass into the ethereal plane for a brief moment, thus succeeding the saving throw. As you exit the ethereal plane, you benefit from a +4 bonus to your armor class and do not provoke opportunity attacks until the end of your turn. You must spend the points and use your reaction before you roll the save.

Shattered Minds

Memories that aren’t yours swirl and contort your own living memories into a chaotic blend of two pasts. You have learned to manipulate these psychic disruptions to cause your spells to affect the minds of your victims rather than their bodies that assault their sense of self.

When you cast a spell, you may expend sorcery points equal to the level of the spell cast as part of casting the spell to turn change all damage dealt by the spell to psychic damage. If the spell does not directly deal damage and requires the subject to make a save for its effect to take place, then you may spend 7 sorcery points to cause the subject to make an intelligence save in place of any other.

Previous Versions

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8/16/2019 4:11:12 AM
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