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Sorcerer SecondSoul

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159 views2 pages

Sorcerer SecondSoul

Uploaded by

mikeg4rci4
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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SECOND SOUL MAGIC

Starting at 1st level, you learn additional spells when you


reach certain levels in this class, as shown on the Second
Soul Spells table. Each of these spells counts as a sorcerer
spell for you, but it doesn’t count against the number of
sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one
spell you gained from this feature with another spell of the
same level. The new spell must be an enchantment or necro-
mancy spell from the sorcerer, warlock, or wizard spell list.

Second Soul Spells


Sorcerer
Spells
Level
1st command, inflict wounds
3rd detect thoughts, ray of enfeeblement
5th speak with dead, vampiric touch
7th blight, compulsion
9th antilife shell, dominate person

TOUCH OF THE DEPARTED


At 1st level, choose an alignment and background for your
second soul. You gain one language or proficiency of your
choice from that background, and you gain an additional one
from it when you reach 6th level in this class, and again at
14th and 18th levels. The soul can also sustain you in emer-
gencies. When you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead. You can use this
feature once between long rests, or twice between long rests
starting at 14th level.
You also learn the chill touch cantrip, which doesn’t count
Second Soul Sorcerer against the number of cantrips you know.

FONT OF DUALIT Y
NEW SORCEROUS ORIGIN By 6th level, your latent connection to undeath grants you
resistance to necrotic damage. You also gain the Twinned
Some mages draw on their their magic like a fountain from Spell Metamagic option, which doesn’t count against the
within. This wellspring of power can come from a unique total number you can have. If you already have this option,
origin, mysterious birthright, or simple chance of fate. you can choose a different one instead.
Whatever your story may be, you are steeped in magic, and it You can choose to ignore the sorcery point cost when you
is yours to control. use Twinned Spell with a spell of 2nd level or lower. Once you
use it in this way, you can’t do so again until you finish a long
SECOND SOUL rest.

Within your mortal frame lies two souls that have been SOUL SPLIT
bound together like twin stars. Inexplicable magic arcs
between them, creating a unique power within you that was Also at 6th level, you can cast the find familiar spell once,
never there before. This soul is undead by its very nature, as without expending a spell slot or material components.
its mere existence defies the normal laws of life. Maybe your When you do, your second soul is manifested as the fa-
birth was marked by a lost twin, or a revivify spell entwined miliar, which takes the form of an undead will-o-wisp. Its
another spirit with yours by mistake. Perhaps a ghost’s pos- alignment, personality, and known languages are the same
session went awry, and now its soul is forever tied to yours. as the soul’s, and it uses your spell save DC for its Consume
Regardless of this second soul’s origin, you may feel the Life feature. While the familiar is summoned, you gain 3d6
subtle pull of its desires, or even recognize things that would temporary hit points when either you or the familiar slay a
otherwise be unfamiliar to you. Ultimately, the use of this creature.
power—and your second soul’s involvement with it—are If the familiar is reduced to 0 hit points or if you dismiss
entirely for you, and only you, to decide. it, your second soul returns to you until you summon the fa-
miliar again. Once you cast find familiar in this way, you can’t

16 The Griffon's Saddlebag


do so again until you finish a long rest, unless you spend 1
sorcery point to cast it again.
When you reach 14th level in this class, you can use a bo-
nus action to teleport to the same space as the familiar, pro-
vided that it’s not already in another creature’s space. To do
so, you must be able to see the familiar and be within 30 feet
of it. Further, while the ghostly hand from your chill touch
cantrip clings to a target, your familiar can use its action to
make a Shock attack against that creature as if it were within
5 feet of the target.

PAIN SPLIT
By 14th level, you can magically share your allies’ burdens.
When a creature that you can see within 30 feet of you takes
damage, you can use your reaction to magically take half of
that damage, reducing the damage taken by the creature.
This feature doesn’t transfer any other effects that might
accompany the damage, and the damage you take can’t be
reduced in any way. If your familiar takes damage, you don’t
need to be able to see it in order to use this feature, and the
range becomes 100 feet, instead of 30.

LIFE SIPHON
At 18th level, when you deal necrotic damage to a creature,
you can choose to siphon away a portion of its life to regain
hit points. Choose a number of the necrotic damage dice up
to your Charisma modifier (minimum of one); you regain a
number of hit points equal to the total of the chosen dice.
Once you use this feature, you can’t do so again until you
finish a short or long rest.

17

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