Soul Speaker

Souls are not as simple as the world may leave you to believe. Around you at any moment may be dozens of lingering spirits that yearn to interact with the living. However, it normally is not that simple. Only a select few in every realm can truly discover the dead among them. You are one of the few.

Perhaps you were born with the ability to talk to ghosts, regaling them as you listen to their stories throughout history. Maybe you were gifted these powers by some other means, intrigued with the spectral beings that surround your everyday life. Whatever the origin might be, your ability to listen to the ambient souls around you is impressive. Learning from their experiences, you fuel your own life with wisdom and skills of old.

Residing Host
At 1st level, one spirit in particular grows accustomed to you and you learn many things about it. You may choose two spells from any one spellcaster list to add to your spells known (these spells do not count against your number of spells known), or you may choose one feature (other than spellcasting/pact magic) from another class that you could gain at 1st level. If there is a saving throw, it uses your sorcerer spell saving throw instead. If the ability increases in power or uses in accordance to class level, you count as an amount of levels equal to half your sorcerer level. If you chose spells, you may trade these out for other spells in the same spellcaster list of a spell level you can cast anytime you gain a sorcerer level. If you choose a domain, sorcerous origin, or patron, you only gain the first ability from that path and none of the extra spells.

Resonant Spirit
At 6th level, your being can sense and interact with the souls found on Mura. After any long rest in which you regain spell slots, your focus attunes to the souls within the particular area. Roll 1d8. The result determines which metamagic ability you have until you regain spell slots again based on the table below:

1 – Careful, 2 – Distant, 3 – Empowered, 4 – Extended,

5 – Heightened, 6 – Quickened, 7 – Subtle, 8 – Twinned.

If you normally have access to that metamagic, roll again until the result is one you do not normally have access to.

Additionally, you get 1d4 additional sorcery points whenever you roll on this table.

Past Knowledge
At 14th level, the memories of those that came before you become clear, easy to read like a book in your eyes. Once per long rest, you can spend 2 sorcery points as an action to become proficient in one skill or weapon of your choice for one hour.

Heightened Attunement
At 18th level, your ability to connect with the souls around you increase, allowing you to better connect with them and raise your own aptitude.

You gain two additional metamagic abilities that you do not normally have access to rather than one from your Resonant Spirit ability, and gain 1d6 additional sorcery points whenever you roll on the table rather than 1d4.

Additionally, you may use your Past Knowledge ability twice per long rest rather than once, and it costs only 1 sorcery point.