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# Sorcerous Bloodline: Haunted The Haunted live a cursed existence, often unaware of what lurks beneath their skin. Spirits, ghosts, undead, poltergeists; All names for beings that cling to the flame of youth and manage to find their way into the body, embeding themselves in the blood, mind and soul of the host. They attempt to communicate with the host in playful visions, that many hosts don't find nearly as charming. If you are playing a version of sorcerer that has bonus spells, May I suggest these? #### Bonus Spells |Level | Spells | |:---:|:-----------:| | 1st | Dissonant Whispers, Catapult | | 3rd | Spiritual weapon, Spider Climb | | 5th | Blink, Greater Image | | 7th | Greater Invisibility, Phantasmal Killer | | 9th | Animate Objects, Seeming | ### 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 Circle*. You can return to the material as a free action. If you return to the plane within an creature or occupied space, you take 1d6 force damage and are shunted to the nearest safe space. >#### Art Credit: F Ξ Λ R By Xenvita \columnbreak
### 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 condition immunity, such as *Fear* or *Charm Person*. ### 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.