Sorcerer
Base Class: Sorcerer

You are a conduit for spirits, for your innate magic comes from the Ethereal plane itself. You may have been exposed to its energy and transformed by it, or perhaps the vestige of an entity you encountered there remains with you.

Spirit Magic Features

Sorcerer Level

Feature

1st

Spirit Calling

3rd

Spirit Calling (metamagic)

6th

Ethereal Chamber

14th

Spectral Step

18th

Unearthly Ally

Spirit Calling

Starting at first level, you are able to cast the find familiar spell without material components.

When you reach third level in this class, you gain the following Metamagic option in addition to those offered in the Player’s Handbook. 

Familiar Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to cast it from your familiar instead.

Ethereal Chamber

At sixth level, your innate connection to the ethereal plane allows you to change it at your will. As a bonus action you can spend 3 sorcery points to transport a number of willing creatures equal to your charisma modifier into a pocket dimension. The dimension fits all creatures comfortably and lasts for 8 hours. When it ends you are transported to where you entered it.

Spectral Step

At 14th level, you gain the ability to move through the ethereal plane. When you are within 120 feet of your familiar, as a bonus action, you can magically teleport to their location.

Unearthly Ally

Starting at 18th level, you can summon an ethereal being to aid you in battle. As a bonus action, you can spend 6 sorcery points to magically summon the ghost of a Celestial, Fey, or Fiend with a challenge rating no higher than 8 to target one creature you can see within 120 feet of you. The apparition has the statistics of the chosen form, with the following changes:

  • The apparition’s size is medium, and it counts as undead.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain.
  • At the start of its turn, the apparition automatically knows it’s target’s location.

The apparition appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the apparition. On it’s turn it can move only toward its target by the most direct route, and it can use it’s action only to attack it’s target. The apparition can make opportunity attacks but only against it’s target. Additionally, while the apparition is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The apparition disappears if it is reduced to 0 hit points, the target is reduced to 0 hit points, or after 5 minutes.

Previous Versions

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