Haunted Sorcerer: Poltergeist

Through some means, whether it’s a curse or some other reason, you have become bound to a spirit of rage and restlessness; a poltergeist. This bond is such that it grants you power, and ensures the spirit can never be put to rest or banished for as long as you live. Through that bond, your magical powers have manifested. You seek to master them, but sometimes it's all you can do to calm the angry voices in your head.

Your entity should have a name.

Your entity has a name; not the name it had in life, or even its true name. Rather, a name born of reputation or description, such as The Amityville Horror, or the Howl of the Blackwood. Perhaps it was named by the locals where the thing used to reside, or the generations of a bloodline - perhaps yours - that it haunted. Regardless, you should choose one for your entity to add a bit of extra color to your character. Maybe you've even chosen an affectation for yourself related to the thing's name...

Origin:

There's a story behind the bond between you and the poltergeist bound to you; maybe it haunted your family, or it bore forth from a curse. Once upon a time, you were different... and That Day Happened.

Roll 1d6 or choose one of the following options, or make up one of your own.

Due to an age old wrong, your family is cursed/haunted. You went to the site of a haunting, and all you got was this pissed off entity. Someone/something powerful was offended, and cursed you. You attempted to banish a haunting spirit... and failed. You were subjected to a magical experiment. Much to your dismay, it worked! Spirits have always been attracted to you. This one just likes you more than the rest do.

Flaws:

Being bound to a restless spirit is certain to cause some problems in your life, some more pronounced than others.

Roll 1d6 or choose one of the following options, or make up one of your own.

You refer to yourself in the plural. Even if you aren't a royal. When your emotional, small unattended objects tend to move. Unsurprisingly, this tends to disturb people around you. You are constantly hearing a voice, or voices, in your head. You talk to them, out loud. When it's quiet, incoherent whispers can be heard by everyone near you. You often get angry for no reason, sometimes flying into a fit of rage. You're not quite sane anymore...

Arcane Manifestation

At 1st level, you are now the conduit for the entity to manifest its influence upon the world. As a result, it grants you spells that best express that manifestation. At first and third levels, you gain the following spells:

Manifestation Spells 1st Level: Magic Stone, Catapult

3rd Level: Warding Wind

These spells do not count against your spells known.

Lash Out

At 1st level, the entity’s rage enhances your magic and punishes those who would hurt you. When you cast Magic Stone, you may imbue a number of projectiles equal to your Charisma modifier. These projectiles then hover near you for the duration of the spell. You may throw these projectiles normally, or fling them telekinetically. Additionally, when you suffer damage from an attack within range of the Magic Stone spell, you may use your reaction to make a ranged spell attack against your attacker; the entity bound to you flings them at your enemies telekinetically.

Rage of the Restless

Starting at 6th level, you’re able to channel your entity’s endless fury. On your turn, as a bonus action you may enter a psychic rage.

You don’t suffer disadvantage on ranged spell attacks made with projectiles imbued via your Lash Out ability if there are enemies within 5 feet of you.

If you use your action to make a ranged spell attack with a projectile imbued via your Lash Out ability, you may make an extra ranged spell attack (for a total of 2 attacks).

You can cast Warding Wind as part of entering the rage by spending 3 Sorcery Points or a spell slot. If you do, the spell ends when your rage ends, but it doesn’t require concentration.

While raging, you may not cast any spell with a casting time longer than 1 action or that requires concentration. The rage lasts for 1 minute, and only ends early if you are incapacitated or killed.

You’re able to enter this rage once per short or long rest.

Empowered Fury

At 14th level, you gain the following benefits: