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  Ghost-Touched
  Ghost-Touched
  A Sorcerous Origin for those who draw power from the Ethereal Plane
  A Sorcerous Origin for those who draw power from the Ethereal Plane
  By Ethan Yen
  By Ethan Yen
  Interior Character Art
  Interior Character Art
  By Dakota Curry
  By Dakota Curry
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
  all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
  are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork con-
  tained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
  The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK
  .
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  
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  Sorcerous Origin
  Sorcerous Origin
  At 1st level, a sorcerer gains the Sorcerous Origin feature.
  The Ghost-Touched option is available to a sorcerer, in
  addition to those offered in other sources.
  Ghost-Touched
  Ghost-Touched
  Whether you are the result of a phasing experiment gone
  wrong, a victim of ghostly possession, or a lingering soul
  incompletely reincarnated into a new body, you have an
  innate tie to the Ethereal Plane, allowing you to draw power
  from its spectral mists to fuel your magic.
  Some Ghost-Touched use their gifts to establish peace,
  acting as a medium between the planes and aiding restless
  spirits in their search for final rest. Others use their abilities
  for more covert purposes, serving as thieves or spies by
  slipping through material defenses. At your option, you can
  pick from or roll on the Ghost-Touched Quirks table to create
  a quirk for your character.
  Ghost-Touched Quirks
  Ghost-Touched Quirks
  d6
  d6 Quirk
  Quirk
  1 Your limbs occasionally phase through objects.
  2 Creatures around you feel minorly unsettled.
  3 You frequently experience the chills, regardless of the
  temperature around you.
  4 You have a hard time telling certain colors apart.
  5 When conversing with others, your gaze extends
  through them.
  6 Your shadow is hazy and rippled with obscured light.
  Ghost-Touched Features
  Ghost-Touched Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Ghost Sight, Ethereal Retreat
  3rd
  Ghost Sight (hearing)
  6th
  Spectral Native
  14th
  Spiritual Diplomat
  18th
  Ghostly Possession
  Ghost Sight
  Ghost Sight
  Starting at 1st level, as an action, you can see, but not hear,
  ethereal creatures and objects until the end of your turn.
  When you are in the Ethereal Plane, you can see and hear the
  overlapped plane clearly up to a range of 120 feet.
  At 3rd level, when you use this ability, you can also hear
  into the Ethereal Plane.
  Ethereal Retreat
  Ethereal Retreat
  Starting at 1st level, you can temporarily enter the Ethereal
  Plane to avoid damage. When an attacker that you can see
  hits you with an attack, or you succeed on a Dexterity saving
  throw to take only half damage from an effect, you can use
  your reaction to enter the Ethereal Plane until the end of the
  current turn, unless the source of the damage has the ability
  to do so. You can’t use this feature again until you finish a
  long rest.
  Whenever you enter the Border Ethereal, you can choose
  to make yourself visible on the overlapped plane. You appear
  ghostly and transluscent. You can use a bonus action to turn
  this ability on or off.
  Spectral Native
  Spectral Native
  Starting at 6th level, your exposure to the Ethereal has
  granted you additional abilities while traveling to and from
  the Ethereal Plane. You learn the Blink spell, which doesn’t
  count against your number of sorcerer spells known. In
  addition, you can cast it by spending 3 sorcery points or by
  expending a spell slot. If you cast it with sorcery points, your
  spells effect both creatures in the Ethereal Plane and
  creatures on the plane you originated from while you are in
  the Ethereal Plane for 1 minute. The spells are visible to
  anyone in the target’s plane of existence and to anyone in
  your current plane of existence, even if you are not visible.
  Additionally, whenever you leave the Ethereal Plane, the
  damage from the next spell you cast, becomes force damage.
  If the next spell you cast deals no damage, then this ability
  has no effect.
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  Spiritual Diplomat
  Spiritual Diplomat
  At 14th level, you can now converse with beings native to
  other planes on your terms. You have advantage on
  Deception, Intimidation, Insight, and Persuasion checks
  when interacting with aberrations, celestials, elementals, fey,
  fiends, and undead.
  Additionally, you can use this ability to cast the
  Etherealness spell at its lowest level without expending a
  spell slot, and ignoring the verbal and somatic components of
  the spell. When you do, its duration is 1 minute and it
  requires your concentration to maintain (as if concentrating
  on a spell). You must then finish a short or long rest before
  you can cast it this way again.
  Ghostly Possession
  Ghostly Possession
  Starting at 18th level, you have mastered the ability to inhabit
  a creature’s corresponding location on the Ethereal Plane,
  controlling the creature’s movements. You can spend 7
  sorcery points as a bonus action to magically transform
  yourself into a ghostly form. One humanoid that you can see
  must succeed on a Charisma saving throw or be possessed;
  your ghostly form then disappears, and the target is
  incapacitated and loses control of its body. You now control
  the body but the possession does not deprive the target of
  awareness. You can’t be targeted by any attack, spell, or other
  effect, except ones that turn undead, and you retain your
  alignment, Intelligence, Wisdom, Charisma. You otherwise
  use the possessed target’s statistics, but do not gain access to
  the target’s knowledge, class features, or proficiencies.
  The target can attempt a Charisma saving throw every 24
  hours, forcing you out of the body on a success. Each time
  the body takes an action that would result in the body taking
  damage, the target makes a new Charisma saving throw
  against the possession.
  The possession lasts until the body drops to 0 hit points,
  you end it as a bonus action, or you are forced out by an effect
  like the dispel evil and good spell. When the possession ends,
  you reappear in physical form in an unoccupied space within
  5 feet of the body. The target is immune to Ghostly
  Possession for 24 hours after succeeding on the saving throw
  or after the possession ends.
  Furthermore, your encounters with the extraplanar are no
  longer surprising or off-putting. You are immune to the
  charmed and frightened conditions.
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  The Ghostly Sea
  The Ghostly Sea
  The Ethereal Plane is one of the transitive planes of
  existence. It is described as an ocean of swirling mist and
  muted colors that stretches across all the inner planes. On
  the edges where the Ethereal Plane overlaps an inner plane
  is called the Border Ethereal. In the Border Ethereal, every
  location in the overlapped plane has a corresponding location
  in the Border Ethereal, making the Ethereal Plane a favored
  method of travel for those conducting espionage.
  If creatures wish to travel from one inner plane to another
  through the Ethereal Plane, they must go through the
  thickest parts of the plane, known as the Deep Ethereal.
  Travel through the Deep Ethereal is dangerous, disorienting,
  and is not recommended for the unprepared.
  Properties of the Ethereal Plane
  Properties of the Ethereal Plane
  As mentioned in the Dungeon Master’s Guide, it is assumed
  that every campaign has an Ethereal Plane. How the
  Ethereal Plane manifests in your world may differ slightly but
  is assumed that all versions of the Ethereal Plane have
  common characteristics. Below is a summary of the
  characteristics of the Ethereal Plane for anyone who wishes
  to travel there.
  This information is gathered from the Dungeon Master’s
  Guide, spells such as Blink, and Etherealness found in the
  Players Handbook and the abilities from creatures such as
  the Ghost, Kuo-Toa, Night Hag and Phase Spider in the
  Monster Manual.
  While in the Ethereal Plane:
  You can see and hear the plane you originated from while
  in the Border Ethereal, albeit in shades of gray and as if
  looking through frosted glass. You can’t see anything more
  than 60 feet away.
  You can only affect and be affected by other creatures on
  the Ethereal Plane.
  Creature that aren’t in the Ethereal Plane can’t perceive
  you or interact with you, unless they have the ability to do
  so, such as through the use of the see invisibility, true
  seeing, forcecage or wall of force spells. If a creature sees
  you, you appear ghostly and translucent.
  You ignore all objects and effects that aren't on the
  Ethereal Plane, allowing you to move through objects you
  perceive on the plane you originated from.
  You can move in any direction, if you move up or down,
  every foot of movement costs an extra foot.
  Ethereal Travelers
  Ethereal Travelers
  While there are no creatures that call the Ethereal Plane
  their home, frequent visitors and those with reliable access
  include ghosts, night hags, succubi/incubi, and phase spiders.
  As the Ethereal Plane connects all the Inner Planes together,
  elementals, fey, fiends and undead can be encountered while
  traveling through the Deep Ethereal. However, given the
  disorienting nature of the plane, creatures prefer to use
  portals or higher-level spells to travel directly to the
  destination plane, if they have access to such means.
  Otherworldly Spirits
  Otherworldly Spirits
  When an extraplanar creatures becomes lost in the Deep
  Ethereal, they may wander into the Border Ethereal that
  overlaps the Material Plane. Because the Material Plane has
  a corresponding location in the Ethereal Plane, these lost
  ethereal creatures gravitate towards locations or objects that
  remind them of their plane of origin.
  In some cultures, these lost creatures have been
  designated as spirits or guardians of certain objects or areas.
  For instance, a lost magmin in the Border Ethereal may
  decide to make a new home in the Ethereal Plane’s version of
  a farmer’s fireplace and is designated as the fireplace spirit,
  or a trapped satyr may inhabit a raucous local tavern. There
  have even been rumors of some unknown entity that has
  made its home in the ethereal echo of a village, which the
  citizens of the village have adopted as their Village Spirit.
  Many of these creatures are simply seeking a way back to
  their home plane, or a way into the Material Plane.
  New Spell: Etherealize
  New Spell: Etherealize
  4th-level transmutation
  Casting Time:
  Casting Time: 1 action
  Range:
  Range: 60 feet
  Components:
  Components: V, S, M (an object that was exposed
  to the Ethereal Plane)
  Duration:
  Duration: Up to 1 minute.
  You attempt to send one creature that you can
  see within range to the Ethereal Plane. The target
  must succeed on a Charisma saving throw or be
  transported to the Border Ethereal.
  While in the Ethereal Plane, the creature can see
  and hear the plane it originated from, which is cast
  in shades of gray, and it can’t see anything there
  more than 60 feet away. It can only affect and be
  affected by other creatures on the Ethereal Plane.
  The creature can still move and take actions. If the
  target moves up or down, every foot of movement
  costs an extra foot. Creatures that aren’t there can
  perceive the creature as ghostly and transluscent,
  but cannot interact with the creature, unless they
  have the ability to do so. The target remains in the
  Ethereal Plane until the spell ends, at which point
  the target reappears in the corresponding spot in
  the plane it originated from. If the target occupies
  the same spot as a solid object or creature when
  this happens, the creature is immediately shunted
  to the nearest unoccupied space that it can occupy
  and take force damage equal to twice the number
  of feet they moved. You can dismiss this spell as a
  reaction.
  If the spell was cast on an Outer Plane, the target
  creature is then banished to a harmless demiplane.
  While there, the target is incapacitated. The target
  remains there until the spell ends, at which point
  the target reappears in the space it left or in the
  nearest unoccupied space if that space is
  occupied.
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