Spirit Magic

Your soul has a special connection to the Ethereal Plane. You gather your strength from the many ghosts, wraiths, and other spirits that inhabit the plane. Like the spirits, your magic draws you ever closer to the secrets of the unseen. You’re drawn to darker places like graveyards which flock with spiritual essence. With this magic granted to you, you’re able to manipulate yours and others spiritual energies, allowing you to phase between the material and ethereal.

This magic manifested somewhere along your bloodline, when one, or several of your ancestors had found themselves near death, but brought back to life. Their spirits lingered amongst souls that had yet to pass on, the influence of that short period of time forever altered your bloodline.

Spectral Movement

The magic inside of you grants you ease of movement, allowing you to quickly phase through non harmful objects that block your path. Starting at 1st level, you can use a bonus action to turn your body partially ethereal and ignore non-magical difficult terrain until the end of your next turn.

Ghostly Escape

Your otherworldly body often triggers a fight or flight response when it senses it is in danger. Starting at 1st level, whenever someone attempts to grapple you, you may use your reaction to gain advantage on the athletics or acrobatics check to resist being grappled.

Spiritual Fade

You have learned to control the magic within you to manipulate others perception of you, turning yourself invisible. When you reach 6th level, you learn the invisibility spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you may spend an additional 2 sorcery points each time you cast a spell and remain invisible.

Spirit Magic Spells

Sorcerer Level Spell 1st False Life 3rd Levitate 5th Blink 7th Shadow of Moil* 9th Animate Objects 11th True Seeing

Variant Feature: Origin Spells You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Touch of Madness

You have mastered the ability of spiritual possession and are able to control other beings, forcing them to do your will. At 14th level, you gain the ability of possession, as an action, you may force another humanoid that you can see, within 5 feet of you to make a Charisma saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. If they fail this saving throw, they are possessed. If they succeed, they are not possessed, but they are frightened of you until the end of their next turn.

The possession lasts until the body drops to 0 hit points, you end it as a Bonus Action, or you are forced out by a Dispel Evil and Good spell. Alternatively, the target may repeat the saving throw at the end of each of its turns to try to expel the possession. While the target is possessed, you gain the following effects:

The target is Incapacitated and loses control of its body.

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 target’s Statistics.

You may still cast spells while possessing.

Once this effect is ended, you appear in an unoccupied space within 5 feet of the target. Once you use this feature, you may not use it again until you take a long rest and the target is immune to your possession for 24 hours after succeeding on the saving throw or after the possession ends.

Ghostly Form

Your soul has become strong enough to step between the Ethereal Plane and back, adopting the guise of a spirit. At 18th level, you can spend 6 sorcery points as a bonus action to step into a state of pseudo-etherealness. Your form becomes transparent and wispy, you gain resistance to bludgeoning, piercing, and slashing damage. Additionally you gain a fly speed equal to half your movement and you can move through creatures and objects freely. You take 1d10 force damage if you end your turn inside an object.

You remain in this state for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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