Sorcerer
Base Class: Sorcerer

You, to any degree, are a ghost, whether technically living and having been changed by..something, or separated from your body.

Fear Factor

At 1st level, you gain proficiency in Intimidation, and as an action, you can force someone to roll a DC 15 Charisma saving throw or be frightened. They need to be within 60 feet of you and within your line of sight. 

Phasing

At first level, the magic flowing through you causes you to be able to phase through things and creatures. 
You may use 1 sorcery point to phase through someone or something for your action. 
As well as your unarmored armor class increases to 13 + your dexterity modifier, as your reflexes may save you and make a weapon phase through you. 

Natural Weapons

Starting at 6th level, you gain the ability to change your form to suit your needs. These are weapons, for the most part. You must use 3 sorcery points to use this feature per shift, with a max of 6 shifts.
Your list of available shifts are:
-Wings (30ft flying speed)
-Fins (30ft swimming speed)
-Horns (1d6 piercing on a headbutt)
-Claws (1d6 slashing)
-Tentacles (See whip stat block)

-Flesh Warhammer (See Warhammer stat block)
-Bone blade (From hand, looks like a pata; see rapier stat block)

 

 

Flight

At 14th level,as a result of your ghostly magic, you gain a flying speed of 30ft, and 25 hindered by a person or heavy/medium armor. 

Incorporeal Form

Beginning at 18th level, you can make yourself incorporeal, anything on your person is incorporeal as well, but you cannot make any other creatures incorporeal. Your spells cannot affect people, nor do they affect the corporeal plane itself. 
You move through anything and everything, as well as being able to affect the corporeal plane yourself in short bursts. Using 1d4 sorcery points, you can phase into the corporeal plane again and use an action for spellcasting or attacking, and phase back into the incorporeal plane before you can be counterattacked.

Comments

Posts Quoted:
Reply
Clear All Quotes