Sorcerer
Base Class: Sorcerer

Wield the Power of Souls

Somewhere in your past, you stood at the center of a terrible tragedy—an event that claimed many innocent lives. In that moment, something within you changed. The surge of departing souls left its mark, binding your spirit to the unseen world that surrounds the living.

Since then, the whispers of the dead follow you. You feel their presence in quiet places and on blood-soaked battlefields alike. Where others see only silence, you hear echoes of those who have passed beyond the veil.

You walk the world as a Soul Warden, a guardian of the boundary between life and death. Without divine mandate, you wield the power of lingering spirits to shield the living and guide the dead. The souls that answer your call are not slaves but allies—guardians who rise at your request and return to their rest when their task is done.

You carry the weight of this burden with quiet resolve, knowing that goodness is not measured by purity, but by who still lives when the battle ends.

Level 3: Soul Warden Magic

You learn additional spells when you reach certain levels in this class, as shown on the tables below. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the sorcerer, warlock, or wizard spell list.

 
 

Level 3: Spirit Whisperer

You can use an action to commune with lingering spirits, replicating the effects of the Speak with Dead spell. You can use this ability twice, and you regain all expended uses when you finish a long rest.

Mindless undead (such as skeletons and zombies) are indifferent toward you unless you harm them or deliberately interfere with their actions. This does not affect undead controlled by another creature.

Level 6: Death Warden

Once per long rest, you may spend 5 Sorcery Points to cast Revivify on a non-undead creature without expending a spell slot or material components.

Additionally, once per short rest, as a bonus action, you can expend 3 Sorcery Points to infuse an undead creature you can see within 60 feet with additional energy. For the next minute the targeted creature gains a bonus to its AC equal to half your proficiency bonus (rounded down, to a maximum of +2). It also gains temporary hit points equal to half your sorcerer level and once per turn when it hits with a melee attack, it deals an additional 1d6 necrotic damage.

You also gain the following benefits:

  • Necrotic Resistance. You gain resistance to necrotic damage.
  • Spirit Whisperer Improvement. You can now use the ability to speak with the dead three times a day.

Level 14: Soulstorm

At 14th level you can concentrate all the necrotic energy around you and fling it out in an explosion of death. This effect is the same as the spell Circle of Death cast at 6th level, but it requires no material components and does not expend a spell slot.

Spirit Whisperer Improvement. You can now use the ability to speak with the dead four times a day.

Level 18: Warden of the Veil

At the 18th level you have complete control of your mind and body and are able to cast the spell Astral Projection, once per long rest without spending the required material components and without spending a spell slot.

You also gain the following benefits:

  • Echoes of the Departed. When a creature you can see that isn't a Construct or Undead dies within 30 feet of you, you can use your reaction to gain 2 Sorcery Points.
  • Necrotic Immunity. You gain immunity to necrotic damage.
  • Spirit Whisperer Improvement. You can now use the ability to speak with the dead five times a day.

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