Base Class: Sorcerer
She's trying her best to learn here, but she always has her head in the clouds. We've worked with her in every way we can, but she always drifts back into her imagination. I'd love to support her here for longer, but her daydreams have had some... impacts on the other students. I know that Finley picked on her a lot, but nobody could have predicted her retaliation... I'm just glad the burns are healing nicely.
- Alastae Ardestine, Head of Ardestine's Academy of the Arcane
Through some means, you've gained a connection to what is known as "Unreality". Nobody quite knows what Unreality is, but those who know of it claim to know a lot about it. It's your imagination that shapes unreality, though most people don't know that. Because of this, most people who study unreality find that they are always correct since all of their hypotheses are consistently confirmed.
Perhaps you had fallen into a breach of unreality and tapped into its powers, perhaps you were imagined, and born from unreality. How you gain this power is up for discussion between you and your GM. Regardless, your sorcerous power comes from the will of your imagination, and carrying that power from Unreality over to reality can shape the world around you.
Unreality sorcerers tend to be relatively quirky due to their slight disconnection from reality, you can choose or roll on the table below to determine your unreality quirk.
Unreality Quirks
| 1 | You're incredibly impulsive, and tend to do whatever first comes to mind |
| 2 | Your mind often drifts in the middle of conversations, and you either change the topic or forget the topic entirely |
| 3 | You keep a book full of doodles, it's genuinely more doodle than paper. You draw in it almost all the time, even when it would be considered rude or inappropriate. |
| 4 | You like to play music. You try to get in at least an hour a day of playing... not that you're necessarily all that good at it. |
| 5 | You like to make little clay critters. you wear them as decorations and love to gift them to friends. |
| 6 | You can never decide on your hairstyle. It's hard for people to recognize you due to how often you change it up. |
Unreality Spells
1st-level Unreality feature
You learn additional spells when you reach certain levels in this class, as shown on the Unreality 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 a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Unreality Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | healing word, command |
| 3rd | enhance ability, rope trick |
| 5th | beacon of hope, counterspell |
| 7th | hallucinatory terrain, polymorph |
| 9th | dream, modify memory |
Momentum
1st-level Unreality feature
Succeeding and failing can be helpful or harmful to how you view yourself and your own abilities. Since your powers are so deeply rooted in how you feel and imagine things, some things change for each critical success and failure you roll.
Seeing your own skill when you roll a Natural 20, you get a boost to your confidence. Feeling good about yourself, you get a +1 to attack rolls you make for the rest of the day. This effect stacks up as well, to a maximum of +3. However, it resets after a long rest.
Witnessing yourself fail on a Natural 1, your confidence is shot, penalizing you with a -1 to attack rolls you make. This effect stacks up to -2 for each natural 1 you get. This also resets after a long rest.
These effects impact each other, if you've rolled two Nat 20's and one Nat 1, you have a total of +1 to your attack rolls.
This ability is only impacted by 20s and 1s you roll on attack rolls, whether through spells, melee weapons, or ranged weapons.
Rules for Advantage & Disadvantage:
| Dice Rolls | Advantage | Disadvantage |
| Two 20s | +1 | +2 |
| One 20 | +1 | +1 on a success, +0 on a failure |
| One 1 | -1 on a failure, +0 on a success |
-1 |
| Two 1s | -2 | -1 |
Self-Confidence
6th-level Unreality feature
Your confidence in your own abilities gives you strength. You have a number of charges equal to your Charisma modifier. Every time you roll a skill check in a skill you are proficient in, you can use your reaction to expend a charge and reroll the die. You must take the second roll.
Your confidence in the abilities of your allies can influence them as well. As a reaction, you can expend a charge to allow any ally within 30 ft. to reroll any skill check in a skill they are proficient in.
You can also choose to expend a sorcery point in addition to the charge to allow them to reroll a skill check that you are proficient in.
At Higher Levels
At level 14, the limited use of this ability only applies to your allies, you can use this feature infinitely for yourself
Imagination Alteration
6th-level Unreality feature
The sheer force of your imagination is able to shape reality. Once a day, your connection to unreality allows you to manipulate reality with your imagination. You can cast any cantrip or first-level spell from the sorcerer spell list for free, as long as you can argue that it contextually makes sense.
For example, you could cast sleep on a guard who is currently posted and on watch, with the context that they've fallen asleep out of sheer boredom. However, you couldn't cast sleep on a gnoll that is charging at you in combat.
At Higher Levels
At 12th level, you can contextually cast 2nd level spells in addition to the levels you have access to. This also means you can use this ability to upcast a 1st level spell.
You also gain one additional charge.
At 18th level, you may upcast a 1st or 2nd level spell to 3rd level, but you don't gain access to the 3rd level spell list.
You also gain one additional charge.
Portable Pocket
14th-level Unreality feature
You've become in tune with the space of unreality, allowing you to access it at will. You are able to open up a tear in reality, allowing you to access a pocket within unreality unique to you. At least, you imagine that's how it works. As an action, you can open up a hole anywhere, allowing you to store objects inside or retrieve them at will. This ability works similarly to a bag of holding, with the same storage capacity. However, living material cannot pass through the tear into unreality. Items you hold up to it simply glide in, and items you want glide out. It takes a bonus action to retrieve an item, as you have to imagine its properties for it to exit the space.
Rather than bursting if you go over storage capacity, the space will simply deny any item that would cause it to go beyond its limits.
You do not have to open this space on a surface, instead, you could open it in thin air, in which case it is only visible from the side you open it on. The hole is always vertically aligned.
Imaginary Friend
18th-level Unreality feature
Your imagination is strong enough to be able to warp the elements around you. Once per day, you can cast conjure elemental without using a spell slot or any material components. When you cast this spell using this feature, it has some changes to the spell description.
- Instead of the one-minute casting time, you can cast this as an action.
- If your concentration drops, the elemental will attack the creature nearest to itself. If there are multiple creatures, it will attack at random. As a bonus action, you can choose to regain concentration on the elemental, with a DC 14 concentration check.
- You cast the spell at 6th level.
- You do not need to issue verbal commands, it follows the will of your imagination.
- The spell lasts for 10 minutes, rather than 1 hour.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/30/2021 7:05:06 PM
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6
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0
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1.1.1
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Coming Soon
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11/30/2021 7:52:09 PM
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9
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0
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2.1.1
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Coming Soon
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