Sorcerer
Base Class: Sorcerer

Masters of portals

Plane adaptation

At 1st level, you can reside on every plane, without suffering negative effects tied to this plane.

Equivalent Exchange

At 1st level, you can use 1 sorcery point to target one willing creature that you can see within 30 feet and swap places with it.

Plane Pull

At 6th level, when a willing medium or smaller creature that you can see within 60 feet of you is targeted by an attack, you can use your reaction to teleport targeted creature to an empty space within 5 ft of you, causing that attack to miss.

Once you use this feature, you can't use it again until you finish a short or long rest.

Enduring Portal

At 14th level you can use your action to target a space within 5 ft of you and create a portal to any spot within 500 feet of you. You can see, hear and iteract with a space beyond the portak normally.

That portal is unstable, at the end of your next turn make a spellcasting abillity check. If you succed the portal stays open, if not it closes. DC for that check equals 8 + a number of turns the portal is open.

You can also close the portal using your action.

Once you use this feature, you can't use it again until you finish a long rest.

Blurring the Border

At 18th level, you can change your surroundings to resemble one of the main elemental planes. You can use your action to create one of the following effect in a 60 foot radius sphere around you. You can choose to ignore this effect. The effect lasts for 1 minute, until you lose your concentration (as if you were concentrating on a spell) or you choose to end it as a bonus action..

Once you use this feature, you can't use it again until you finish a long rest.

Air Plane

Every projectile (magical or otherwise) flying through the radius is shoot with disadvantage.

If the projectile within the radius misses, you can use your reaction to use that projectile to make an attack with it, using our spellcasting abillity.

Earth Plane

Powerful tremor shakes the area, every creature in the radius have to make a strength saving throw or fall prone.

Also, you can use your action to open a 30 foot deep chasm beneath every creature of your choice in that space. They have to make dexterity save or fall (prone) into the chasm. The walls of the chasm are climbable.

Fire Plane

Every creature in that space must succeed on a Constitution saving throw at the end of each turn or have disadvantage on all ability checks and attack rolls it makes. Creatures that have resistance to fire damage have an advantage on that save.

Also, you can use your action, to deal 2d6 + your Charisma modifier to every creature of your choice within affected space.

Water Plane

All terrain within the radius is difficult terrain as it becomes filled with a thin layer of incredibly thick and watery substance. 

You can use your action to froze the water beneath every creature of your choice within the radius. If they don't succed on a strength saving throw, they speed drop to zero and suffer cold damage equal to your charisma modifier. Creatures that have resistance to cold damage have an advantage on that save.

Previous Versions

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1/28/2019 6:25:44 AM
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