Talents of a Inhuman Spirit
This is no humanoid spirit, nor is it one bound to our world. Somehow, a spirit from an otherwordly plane failed to return home after "death". Such spirits are very rarely sought out by soul-seers due to their unearthly connection and perception of the world. You are the exception, communed with a rare death.
Initiate Otherworldly Magic
Choose two cantrips and one 1st level spell from the Sorcerer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.
Primordial Soul
You treat the Chromatic Orb spell as always prepared, and it doesn't count against the number of soul-seer spells you prepare each day. You can cast this spell without expending a spell slot, regaining the ability to do so after finishing a long rest.
Each time you cast this spell, you do not require Material (M) component for it.
Charming Soul
You treat the Charm Person spell as always prepared, and it doesn't count against the number of soul-seer spells you prepare each day. You can cast this spell without expending a spell slot, regaining the ability to do so after finishing a long rest.
Each time you cast this spell, you can also target fiends, feys, elementals, and aberrations.
Inhuman Resiliency
Choose Frightened or Charmed. You have advantage on checks and saving throws against your chosen condition.
Improved Otherworldly Magic
Prerequisites: 5th level
Choose two 2nd level spells from the Sorcerer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.
Planar Resilience
Prerequisites: 5th level
Choose acid, cold, fire, lightning, or thunder. You gain resistance to this damage type.
Extraplanar Protection
Prerequisites: 5th level
Your spirit momentarily blinks you to its homeworld to protect you. When you would be hit by an attack, you can spend your reaction to gain resistance to its instance of damage. After taking this damage, you teleport out of this plane. At the start of your next turn, you return to your previous space or in the closest unoccupied space.
Greater Otherworldly Magic
Prerequisites: 9th level
Choose two 3rd level spells from the Sorcerer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.
Unearthly Alteration
Prerequisites: 9th level
Choose Fiend, Celestial, Elemental, or Aberration. When you would be forced to make a saving throw, you can spend your reaction to be treated as your chosen creature type, possibly causing you to be immune to the effect. Doing so also grants you 2d8 temporary hit points.
Once you have used this talent, you can't do so again until you finish a short or long rest.
Arcane Adaptation
Prerequisites: 9th level
Choose two creature types. Any spells you cast that can only target a limited number of creature types also target these creature types.
Superior Otherworldly Magic
Prerequisites: 13th level
Choose two 4th level spells from the Sorcerer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.
Higher Planar Resilience
Prerequisites: 13th level
Choose necrotic, radiant, or psychic. you gain resistance to that damage type.
Guidance of the Planes
Prerequisites: 17th level
Your spirit guards you from all extraplanar corruption. You are always under the effects of the *Protection from Evil and Good* spell.
Planar Mastery
Prerequisites: 17th level
Choose one 5th level and 6th spell from the Sorcerer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day. You can cast this 6th level spell once a day.

