Base Class: Sorcerer
*Note: it is highly reccomended that you do not allow multiclassing with this Subclass. If you choose to, there are rules outlining the restrictions of doing so.*
**The Geist Subclass is impossible to multiclass out of. To multiclass into Geist, your character must die and have a singular powerful purpose for coming back, known or unknown.**
***Your spellcasting modifier becomes Intelligence upon choosing this subclass.***
So long have I discounted stories like these when they were presented to me. I saw it phase through the wall, as if the solidity of the woodwork held back nothing at all. It was purple and glowing, floating across the floor toward us. We were prepared for it to attack, but not what happened next: it touched my companion on the cheek and he fell, dropping to the floor limply. We roused him once again, but in his eyes and on his crookedly smiling face we could see that something was wrong.
No, not something; someone.
-Zephyr Martorin, Tales Beyond the Veils
Kept alive by the arcane forces enveloping them, the Geist is a form of Sorcerer that has not conquered death, but ignored the call. Living a cursed life, the undying Geist has a desperate purpose, pushing them to mentally deny death's grasp with sheer conviction and seek to finish the work they began.
Spectral Form
Your natural body is a spectral form that gives you a number features:
- You are a barely-solid, Wraith-like form with a 5 foot high hover speed of 30 feet. If you float over a gap, you gently lower to the height of the ground in the gap, and cannot be injured from fall damage. You are still capable of interacting with physical objects, dashing, climbing ropes, jumping pits, etc.
- Healing magic and potions do not affect you, positively or negatively. There is no way for a Geist to heal except by resting or by using a Bonus Action and converting Sorcery Points into 1d6 healing per sorcery point expended.
- You have resistance to Bludgeoning, Slashing and Piercing damage from non-magical weapons while in this form.
- You are considered Undead, require no air, food, or drink and have resistance to poison damage.
- This is the only form in which you can cast spells of 1st level or higher.
- Once per day, you can cast Gaseous Form on yourself for 1 minute.
- *Important*: If your spectral form is brought to 0 hit points, you do not make any Death Saving Throws; you dissipate and cease to exist on any plane.
Possess
Starting at 1st level, you have the innate ability to possess people and objects (5 lbs or less, and are not being worn). While posessing, you are only capable of casting Cantrips.
You attempt to possess one medium humanoid or object within 5 feet of you. If it is a humanoid, they must make an Intelligence Saving Throw against your spell DC to attempt to block you from forcing their mind aside. You can only possess humanoids a number of times per day equal to your level divided by 5 (rounded down); objects can be possessed without limit. This possession lasts a number of hours equal to half your character level.
- Humanoids: On a failed saving throw, you disappear and the target is incapacitated and loses control of its body. You now control the body but do not deprive the target of its awareness.
While possessing, your spectral form can't be directly targeted by any attack, spell, or other effect (except those that turn undead), and you retain your alignment, personality, proficiencies, Class, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but do not gain access to the target's knowledge, memories, class features, spells or proficiencies. Your particular class features and proficiencies override theirs, but their AC, Strength, Dexterity, and Constitution become yours. You also gain a temporary hit point pool equal to the number of hit points the creature has. The health of the body can be regenerated with potions or healing magic.
Damage done to this form is taken directly to the body's health pool, and your spectral form takes all magic damage as psychic damage. While the body can be healed by healing magic or potions, its hit points cannot replenish with rest.
When the body drops to 0 hit points, you end this as a Bonus Action, are forced out with magic, or the duration ends, you appear within 5 feet of the body.
You are only capable of using cantrips in this form.
You also gain advantage to all Intimidation rolls.
- Objects: If this ability is used on an object, you are able to possess it without resistance, you gain the ability to use Thaumaturgy at will while in this form, and you gain advantage to all Intimidation rolls.
Your health, AC, and Speed are based off the material of the object. You cannot possess locks, traps, or other objects that are connected to another object that weighs over 5 pounds. You are blind while in this form unless the object has eyes manufactured into it. You are only capable of casting cantrips in this form.
Glass: 1 Hit Point/AC 5/30 feet
Cloth (or other clothing material): 5 Hit Points/AC 10/20 feet
Stone: 15 Hit Points/AC 15/15 feet
Metal: 25 Hit Points/AC 18/10 feet
Poltergeist's Potential
At 6th level, you gain the abilities Incorporeality and Telekinetic Thrust.
- Incorporeality: You may use an action to expend 3 sorcery points and spend 1 minute of motionlessness to will yourself incorporeal, allowing you to pass through solid objects, walls (less than 2 feet of dirt, less than 2 feet of wood, less than a foot of stone, less than 6 inches of metal, less than an inch of lead), and people. If you are inside something when the duration ends you are ejected into the nearest open space. If it is a person, you do not cause any damage to them.
For the duration, you gain a flying speed of 30 feet for the duration; you are visible while in this state, but not targetable; and while it is active you cannot manipulate objects, cast spells, or Possess.
This ability lasts for 1 minute, or until you end it with an action.
- Telekinetic Thrust: You may use an Action to target a creature or unattended object within 30 feet of you. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.
If the target is a creature, you must make a Charisma check contested by the target’s Strength check. If you win the contest, you hurl the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 bludgeoning damage per 10 feet moved in a straight line.
If the target is an object that isn’t being worn or carried, you hurl it up to 30 feet in any direction. You can use the object as a ranged weapon, attacking one creature along the object’s path (Using your Spell Attack Modifier to hit) and dealing 2d4 bludgeoning damage on a hit.
Phantasm's Potency
At 14th level, you gain the ability to cast Telekinesis at will.
In addition you gain the Consume Life ability, as described below:
Consume Life. As a bonus action, the you can target one creature you can see within 5 feet of you that has 0 hit points and is still alive. The target must succeed on a DC10 Constitution saving throw against this magic or die. If the target dies, you regain 3d6 hit points.
Undying Bodysnatcher
Starting at 18th level, you no longer have a time limit on your Possess ability.
Additionally, if you are brought to 0 hit points in your spectral form, you can use a reaction to spend 10 sorcery points to bring yourself back to 1 health.
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