Sorcerer - Spirit Medium
You have a soul that is sensitive to the spirit world. By channeling the spirits and summoning their power, you can use their otherworldly might to advance your goals. Just be sure to thank them for their help!
Spirit Magic
You learn additional spells when you reach certain levels in this class, as shown on the Spirit Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
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 a necromancy spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level | Spirit Spells |
---|---|
1st Level | Dissonant Whispers, Unseen Servant |
3rd Level | Augury, Invisibility |
5th Level | Spirit Shroud, Speak with Dead |
7th Level | Death Ward, Phantasmal Killer |
9th Level | Danse Macabre, Raise Dead |
Ethereal Barrier
Starting at 1st level, your magical power draws unlife into your body and dulls your pain. Whenever you cast a spell using a spell slot, you gain temporary hit points equal to the level of the spell slot plus your proficiency bonus.
Spectral Summoner
At 6th level, your spiritual soul can call the spirits to fight for you. You learn the Animate Dead and Summon Undead spells, which do not count against your spells known.
You can choose to cast these spells by spending 4 sorcery points instead of spending a spell slot. When using sorcery points to cast these spells, Animate Dead has a casting time of 1 action, and Summon Undead does not require material components.
In addition, you have advantage on saving throws made to concentrate on necromancy spells.
Horrors Housed Within
Beginning at 14th level, the spirits can retaliate against attackers. Whenever a creature you can see deals damage to you, you can use your reaction to impose a Wisdom saving throw on the creature.
On a failed save, you deal necrotic or cold damage (your choice) equal to 1d8 + your Charisma modifier to the attacking creature and they are frightened of you until the start of your next turn. Creatures that succeed the saving throw take half damage and are not frightened.
You can use this ability a number of times equal to your proficiency bonus, or by spending 3 sorcery points. You regain all uses of this ability when you complete a long rest.
Art Credits: Guanyaru - Nicholas Huang
One with the Spirits
Starting at 18th level, your undead power has closed the gap between life and death. As an action, you shift into an ethereal, translucent form for one minute. You and any undead under your control gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- Once per turn, whenever you deal damage to an enemy, you can impose a Wisdom saving throw. On a failed save, the target is frightened of you until the start of your next turn.
- Whenever you gain temporary hit points from your Ethereal Barrier feature, any undead creature under your control is granted the same bonus.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 6 sorcery points to use it again.