Haunted Soul

A mysterious event in your family’s past has led to a connection with the dead. Strange occurrences and whispers follow your bloodline wherever it goes. You have learned to tap into this ethereal connection and harness ghostly energies as your own.

There are many ways that your connection to the spirits could have happened. In the past, perhaps one of your ancestors interrupted a powerful ritual, binding the spirits of those responsible to your own.

Or maybe your family feels a strong sense of purpose that allows them to continue to manifest long after their corporeal bodies have crumbled to dust.

A haunted soul is often a drifter or outsider, feared and respected by villages for their ability to commune with the dead. They are considered soothsayers, witches, or seers — a Haunted Soul commands a healthy respect for the unknown.

Some parts of the world might see great benefit to having a haunted soul in their midst. Traditions of ancestor worship and respect for the dead would elevate a haunted soul to a position of power as others seek them out for the wisdom of the dead.

Ghost Touched

At 1st level, you learn the chill touch cantrip and it doesn’t count against your number of cantrips known. When you reach 3rd level in this class, you learn the augury spell. It counts as a sorcerer spell for you and it doesn’t count against your number of sorcerer spells known.

Friends on the Other Side

Your close connection with the dead has affected you in several ways. You gain resistance to necrotic damage. In addition, your proficiency bonus is doubled when making an ability check using the Deception, Intimidation, or Persuasion skills to influence an incorporeal undead.

Call the Beyond

At 6th level, you gain the ability to speak with and call forth the spirits of the dead. You learn the speak with dead spell; it counts as sorcerer spell for you and it doesn’t count against your number of sorcerer spells known.

In addition, as an action you can spend 3 sorcery points to conjure a haunting spirit to assist you, the stat block for which is provided at the end of this sorcerous origin’s description. The spirit appears in an unoccupied space of your choice within 10 feet of you. You determine the spirit’s appearance. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. On each of your turns, you can use a bonus action to mentally issue simple commands to any number of spirits you control. If no command is issued, the spirit takes the Dodge action. The spirit disappears if it is reduced to 0 hit points, if you are reduced to 0 hit points, or when you finish a long rest. You can dismiss any number of spirits as a bonus action on your turn.

You start being able to have a single spirit summoned this way at a time. At 14th level, the number of spirits you can summon and control increases to 2.

Haunting Spirit

Medium undead, any alignment

Armor Class 11
Hit Points (2 times your sorcerer level + your Charisma modifier)
Speed 0 ft., fly 40 ft.

Str Dex Con Int Wis Cha
(-3) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Dex +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 11
Languages understands all languages its summoners know but can’t speak

Actions

  • Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Spiritual Servitude. Any spirit that starts its turn more than 60 ft away from its summoner takes 5 (1d10) force damage.
  • Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).

Actions

  • Vitality Siphon. Ranged Weapon Attack: +3 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 necrotic damage. Until the end of the spirits next turn, the next time a creature hit by this attack takes necrotic damage it suffers extra necrotic damage equal to its summoner’s charisma modifier.

Ethereal Jaunt

At 14th level, you gain incorporeal movement. You can move through other creatures and objects as if they were difficult terrain. If you occupy the same spot as a solid object or creature when your movement ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

In addition, you may spend 1 sorcery point to take the Disengage action as a bonus action.

Astral Ascendance

At 18th level, your connection to the astral realm waxes. You gain a magical flying speed of 60 feet and immunity to necrotic damage.

In addition, when you are reduced to 0 hit points, all of your spirits sacrifice themselves if you had any summoned. You regain a number of hit points equal to the total amount of hit points that your spirits had when you were reduced to 0.

Once you use this feature, you can’t do so again until you finish a long rest.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

This is not the complete license attribution - see the full license for this page