Ghostly Body
Starting when you choose this origin at 1st level, your body
becomes imbued with dark power. Your hit point maximum is
increased by 1, and increases by 1 again whenever you gain a
level in this class.
Additionally, this power allows your body to slowly fade into
invisibility. If you remain still for 1 minute while in dim light or
darkness, you become invisible until you move, enter bright light,
or use an action, bonus action, or reaction.
When you reach 3rd level in this class, you can use your bonus
action and spend 1 sorcery point to activate this feature without
waiting a minute, causing you to immediately become invisible.
Memories of the Fallen
Also at 1st level, you gain the ability to access the memories of
the deceased. By performing a 1 minute ritual on a corpse, you
can gain insight into how that creature died. If you already
witnessed that creature’s death, you instead gain another random
memory from that creature, as determined by your DM. This
feature can only be used once per corpse.
Necrotic Affinity
At 6th level, you learn two Necromancy spells from any class. A
spell you choose must be of a level you can cast. Whenever you
gain a level in this class, you may choose one of these
Necromancy spells and replace it with another Necromancy spell
from any class. The chosen spells count as sorcerer spells for you
but don’t count against the number of sorcerer spells you know.
Incorporeal Figure
Starting at 14th level, you have the ability to become temporarily
incorporeal. As a bonus action on your turn, you can spend 2
sorcery points to become incorporeal, gaining the ability to move
through objects as if the objects were difficult terrain, and you
become immune to the grappled and restrained conditions. For
the duration, your movement doesn’t provoke opportunity attacks,
and your speed is increased by 15 feet.
The incorporeal effect ends at the end of your next turn. If you
are inside an object when the effect ends, you are ejected to the
nearest empty space and take 1d10 force damage.
Possession
At 18th level, you gain the ability to take control of another
creature’s body. As an action, you can spend 5 sorcery points to
attempt to possess a creature of size Large or smaller within 5 feet
of you. That creature must succeed on a Charisma saving throw
against your sorcerer spell save DC or be possessed for up to 1
hour. On a success, you then disappear, and the target is
incapacitated and loses control of its body. While possessing a
creature, you can't be targeted by any attack, spell, or other effect,
and you retain your alignment, Intelligence, Wisdom, and
Charisma. You otherwise use the possessed target's statistics, but
don’t gain access to the target's knowledge, class features, or
proficiencies.
At the start of each of your turns, if the possessed creature has
been damaged at least once since the end of your last turn it can
repeat the saving throw, ending the effect on a success. You
may also end the effect using your bonus action. A
target is immune to Possession for 24 hours after
succeeding on the saving throw
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