Sorcerer: Haunted Origin

by kingstarman

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Haunted Origin

The Haunted Origin inflicted upon those sorcerers whose lives have been forever touched by the ethereal realm. These individuals bear the weight of spectral secrets and the chilling embrace of the supernatural. From their haunting origins to the manifestations of their magical powers, their journey into the unknown unfolds like a dark tapestry woven with whispers from the other side.

Haunting Origins
d6 Origin
1 Something has followed you ever since you spent a night in a haunted location.
2 You where ment to be a twin but your sibling vanished in the womb.
3 After consulting a haunted crystal ball you have been left cursed.
4 Engaging in a game meant to contact the dead as a child has been more effective than you think.
5 You encounted misfortune when you dound out an urban legend was very much true.
6 A murder most foul has left you scared by its victim.
Magic Manifestations
d6 Manifestation
1 Your spells temporarily leave ectoplasm.
2 Your eye go compleatly white when casting spells.
3 Screams can be heard by you and those affected by your magic.
4 That which haunts you becomes visable.
5 The area around you grows cold as you cast spells.
6 You spell casting focus levitates when you concentrate on spells.

Ghastly Magic

You learn additional spells when you reach certain levels in this class, as shown on the Haunted Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Haunted Spells
Sorcerer Level Spells
1st armor of agathys, bane
3rd blur, pass without trace
5th bestow curse, gaseous form
7th death ward, phantasmal killer
9th negative energy flood, passwall

Haunted

Starting at 1st level, for some time you have been haunted by some sort of spirit. As an action, you can reach out to this being allowing you to see 60 ft. into the Ethereal Plane for 1 minute.

You can use this feature once and regain all uses upon finishing a short or long rest.

Phasing

Also at 1st level, your experiences with the undead have changed you and you can begin to emulate their powers.

As a reaction, when you are hit by a melee or ranged weapon attack you can turn your body partially ethereal to mitigate some of the damage. Roll 1d4 plus your Charisma modifier and subtract that amount from the total damage you would have taken.

You can do this an amount of times equal to your Charisma modifier. You regain all uses of this feature after you finish a long rest.

This feature increases in power as you gain levels in this class, the die increases to 1d6 at 6th level, to 1d8 at 12th level and to 1d10 at 18th level.

Additionally, at 2nd level when you gain Sorcery Points, you can spend a number of Sorcery Points to roll an additional die per Sorcery Point spent.

Pale Complexion

At 6th level, Your body has developed some resistance to the otherworldly. You gain resistance to either Cold or Necrotic damage.

Additionally, when you reduce an attack to 0 damage using your Phasing feature, you can make a melee or ranged weapon attack or cast a spell from your Ghastly Magic feature against that creature.

Ghost Walking

At 14th level, Your ability to turn your body ethereal has improved and you can now begin to walk through solid objects.

As a bonus action, you can spend 2 Sorcery Points to transform your body to be almost completely ethereal, you can move through solid objects as long as they are not magical in nature till the end of your turn. If you end your turn within a solid object you get shunted out of that object to the nearest empty space and take 3d6 force damage.

Unchained Specter

At 18th level, You have fully developed your ghostly abilities and have reached the pinnacle of your transformation.

As an action, you can spend 5 Sorcery Points to undergo a transformation, taking control of your haunting and gaining its power for 1 minute.

While in this ghostly form you gain the following benefits;

  • You are always under the effects of your Ghost Walk feature and you can end your turn within a solid object without being shunted or taking damage.
  • You gain immunity to Cold and Necrotic damage.
  • The specter that has haunted you is pulled into the material plane for the duration of this feature. It using the Ghost statblock gaining additional hit points equal to 3 times your Sorcerer level. The specter is charmed by you and acts on your initiative after you.
 

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