Ectoplasmic Reticulum
Starting at 1st level, the ghosts within you have begun to
protect you. You gain resistance to necrotic damage. When
you cast an illusion or enchantment spell of 1st level or higher,
you can simultaneously use a strand of the spell's magic to
create a phantom covering on yourself that lasts until you
finish a long rest. The ward has hit points equal to twice your
sorcerer level + your Charisma modifier. Whenever you take
damage, the covering takes the damage instead. If this
damage reduces the covering to 0 hit points, you take any
remaining damage.
While the covering has 0 hit points, it can't absorb damage,
but its magic remains. Whenever you cast an illusion or
enchantment spell of 1st level or higher, the covering regains a
number of hit points equal to twice the level of the spell.
Once you create the covering, you can't create it again until
you finish a long rest.
Ghostwalker
Starting at 6th level, your connection to the ethereal plane has
progressed to the point that you can enter it reliably. You can
use a bonus action to enter the border ethereal, allowing you
to move through objects on the the material plane. In this
state, you can pass through most objects freely. However, you
can't pass through lead, or areas warded against such ghosts,
such as the protection from Magic Circe. You can return to the
material as a free action. If you return to the plane within an
creature or occupied space, you take 1d10 force damage and
are shunted to the nearest safe space.
Boogey Man
Starting at level 14, You understand true fear, and know how
to drive fear into your enemies regardless of how powerful
they think they are. Your spells are now capable of inflicting
the frightened or charmed condition regardless of the target's
immunity.
King of the Pumpkin Patch
Starting at 18th level, You have become one with the ghosts
bonded to you. You gain immunity to Necrotic damage. In
addition:
- You can see through any illusions as if you had true sight.
- You can cast Levitate and Invisibility on yourself at will.
- Finally, when you cast an illusion spell of 1st level or higher, you can also expend 1 sorcery point to make every creature (you can choose which creatures aren't affected) who can perceive it must make a saving throw against your spell DC or become frightened for 1 minute. An affected creature can make a saving throw at the end of it's turn, ending the condition on a success.
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