Sorcerer
Base Class: Sorcerer

A spirit has become inseparably bound to your soul. Whether it is an ancestral guardian, a wandering phantom, a celestial protector, or an unknown entity from beyond the veil, its essence has intertwined with your own. Together, you exist in symbiosis, sharing pain, power, and purpose.

Your magic is fueled by the delicate balance between life and death. By offering fragments of your own vitality, you can empower healing and destructive spells alike. In return, your spiritual companion sustains you, drawing strength from the magic you weave and the suffering of those who oppose you.

As your bond deepens, you learn to channel the spirit's influence to protect allies, curse enemies, and mend your wounds through supernatural means. At the pinnacle of your power, the boundary between your soul and your companion's fades entirely, allowing the two of you to act as a single, harmonious being.

Soulbound Sorcerers are often viewed as unsettling yet compassionate figures, capable of enduring tremendous personal sacrifice to keep others alive. Their presence is marked by whispers from beyond, spectral manifestations, and an uncanny ability to stand firm even when their own life force has been spent.

Spiritual Offering

Your bound spirit teaches you to transform your own life force into magical power.

When you cast a spell that restores hit points or deals damage, you can expend a number of your unspent Hit Dice up to your Proficiency Bonus. Roll the expended Hit Dice and add the total rolled to one healing roll or damage roll of that spell.

After using this feature, you take necrotic damage equal to half the total rolled. This damage ignores Resistance and Immunity.

You can use this feature only once per turn.

Additionally, your spirit protects your soul. You have Resistance to Necrotic damage, and you are immune to any effect that would possess you.

Level 3: Soulbound Spells

When you reach a Sorcerer level specified in the Soulbound Spells table, you thereafter always have the listed spells prepared.

In addition, you can choose your Sorcerer spells from the Cleric spell list. For you, any Cleric spell you prepare counts as a Sorcerer spell.

Soulbound Spells
Sorcerer Level Spells
3 Inflict Wounds, Sanctuary, Phantasmal Force, Invisibility
5 Vampiric Touch, Clairvoyance
7 Phantasmal Killer, Greater Invisibility
9 Dream, Scrying

Vengeful Bond

Those who harm you become entangled in the wrath of your bound spirit.

When a creature you can see within 60 feet damages you, you can use your Reaction to curse it for 1 minute.

For the duration, the cursed creature suffers the following effects:

  • Once on each turn when the cursed creature takes damage, you regain hit points equal to half the damage dealt.

  • The next saving throw the cursed creature makes against one of your spells before the curse ends is made with Disadvantage.

The curse ends early if the creature dies, if you become incapacitated, or if you use this feature on another creature.

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

Symbiotic Restoration

The energies of life and death that pass through your magic nourish both you and your spiritual companion.

Whenever you restore hit points with a spell of 1st level or higher, or deal necrotic damage with a spell, you regain hit points equal to half the amount restored or damage dealt.

In addition, when you roll initiative and have no Hit Dice remaining, you regain one expended Hit Die.

You can't regain hit points from this feature while incapacitated.

United Soul

Your bond with your spirit reaches perfect harmony, allowing your two souls to act as one.

As a Bonus Action, you and your bound spirit fully merge for 1 minute. For the duration, you gain the following benefits:

  • Whenever you use your Spiritual Offering feature, you do not take damage.
  • At the start of each of your turns, you regain hit points equal to your Charisma modifier plus your Sorcerer level.
  • Whenever a creature regains hit points from one of your spells, it gains Resistance to all damage until the start of your next turn.
  • When you deal necrotic damage with a spell, any damage die that rolls a 1 or 2 is treated as a 3.

Once you use this feature, you can't use it again until you finish a Long Rest.

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