Sorcerer
Base Class: Sorcerer

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Deathtouched

You can cast Speak With Dead at will, and you can also hold a seance that takes 10 minutes to prepare. This seance may only be used to contact deceased mortals, but you only need the name of the person to conduct it. The spirit must also be willing and able to speak with you. You can use this ability to contact a spirit no matter how long ago they died. You understand any languages that the spirit spoke in life, and the spirit is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy.

The power from the afterlife has granted you several bonus spells. The following spells get added to your spellbook when you reach the appropriate levels, and count as sorcerer spells for you: Thaumaturgy, Protection from Evil and Good, Augury, Gentle Repose and Magic Circle. You can also cast the rituals spells as rituals.

Spirit Sight

As long as you are not blinded, you can see if there is an undead monster within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. For example, you can sense if a house is haunted simply by entering it.

This feature can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Additionally, you are able to see into the ethereal plane, 30 feet in every direction (though you are unable to actually travel there or interact with a creature there beyond speaking to it).

Spectral Voice

As an action, you can force a single undead monster to make a wisdom save. If they fail, they are considered charmed until your next turn. If they pass the save, you cannot use this ability on the same monster again for 24 hours. While charmed, you can give them a single command every turn that they must obey. This command cannot be something that would be against their morals (if they have any) and it cannot be something that would lead to direct harm for the monster (if it is sentient). For every turn after the first, the monster makes another wisdom save to try and break free of the effect. After the effect ends, they have no knowledge that they were charmed.

Lucidity

Your connection with the spirit world has become so strong that you can force your own spirit to leave your body, as an action. Your spirit has your max HP,  its AC is 10, and it is invisible to anything that lacks Truesight unless you allow it to be seen. It cannot attack (but can cast spells), and it is resistant to all damage except radiant, necrotic and psychic. It is immune to the Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, and Unconscious conditions. Your spirit is identifiable as yours to those that know your face, and it can communicate telepathically in any languages you know, and can interact with small objects. It can fly, and pass through solid objects (including walls). Its speed is 30, and it cannot (nor does it need to) eat, breathe, drink or sleep. Your spirit is considered attuned to the Ethereal plane, and can safely travel to and from there as an action. While separated from your spirit, your body is indistinguishable from a corpse, and is considered incapacitated. There is no limit to how far your spirit can travel from your body, but if they remain separate for 24 hours, you begin to die. Your body becomes unconscious, and you make 1 death saving throw per hour. Also, you cannot stabilize until your spirit returns. Your spirit can be returned to your body by either physically travelling back to it, or through the use of resurrection magic. Your spirit cannot become unconscious, and if its HP is reduced 0, you die. While separated, the death of your body causes your spirit to be sent to the ethereal plane, unable to return.

Your spirit can also be used to possess others. While in spirit form, you can touch any mortal humanoid and force them to make a wisdom saving throw. If they succeed, the affected creature feels a slight chill, and you cannot attempt this feature again for 24 hours. If they fail, you can control their body as if it were your own for up to 12 hours. You can choose to exit their body at any time as an action, but you will be unable to attempt this feature again for 24 hours. When the duration ends or you choose to leave, your spirit is expelled from their body, and the host has no knowledge of what occurred while possessed. If the possessed creature dies while under possession, its spirit becomes aware of what happened, and knows your identity.

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