Sorcerer
Base Class: Sorcerer

You've formed an unusually strong bond with Soulspace, the source of Will in Rement. You now find yourself capable of increasingly unusual talents. If only you would believe in yourself.

Soul Magic

Your link to Soulspace allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Channel Soulspace

At 1st level, you can begin to command Soulspace to manifest itself in the Material plane. You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of plants of your choosing.

When you cast mage hand, you can choose to have it manifest as a spectral vine that is tethered to one of your arms. This vine is 60 feet long and can hold up to 500 pounds. While manifesting this vine, you can command the untethered end as a bonus action on your turn to move up to 30 feet. You cannot use the tethered limb for any purpose other than to maintain the manifestation.

Once you cast mage hand in this way, you cannot do so again until you complete a short or long rest.

Blink Away

At 6th level, you can use the Soulspace to escape from tight situations. When you take damage, you can spend 3 sorcery points as a reaction to automatically succeed on the concentration check against the triggering damage and vanish from your current plane of existence, appearing in Soulspace. At the start of your next turn, you return to an unoccupied space that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).

While in Soulspace, you can see the plane you originated from out to 60 feet, which looks like a garden that has matched its growth to the shape of everything on that plane. You can only affect and be affected by other creatures in Soulspace, but you maintain concentration on any spell that you casted on the original plane.

Sorcery of Will

When you cast a druid spell of 1st level to 5th level, you can cast it by expending a spell slot as normal or by expending a number of sorcery points equal to the spell’s level. When you do so, the cost of any sorcery points used for metamagic on that spell is reduced by one, to a minimum of one sorcery point.

Challenge of Spirit

When you reach 14th level, you can channel your extraordinary control of Will to briefly overpower the Will of your foes. As a bonus action, you can make an ability check using your spellcasting ability + your proficiency bonus against a creature you can see, contested by the target’s Wisdom (Insight) check. If you succeed, the target has disadvantage on the next saving throw it makes during your turn. If you succeed by 5 or more, the target automatically fails the next saving throw it makes during your turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Soulspace Projection

By opening a sustained link to Soulspace, you can project a creature’s Will onto the material plane. You can perform a ritual over the course of one hour to create a simulacrum of a creature that is within your reach. No material components or spell slots are required for the ritual; instead the target creature’s hit point maximum is reduced by half once the ritual is complete. The simulacrum has all the properties of a normal simulacrum, except it is vulnerable to psychic damage and it obeys the commands of the creature it was duplicated from. Only one of these simulacrums can exist at a time. 

When either the simulacrum or the original creature drops to 0 hit points, the simulacrum disappears, the original creature’s hit point maximum is restored, and it regains hit points equal to half its hit point maximum. Any excess damage is carried over to the creature. You can also use a bonus action to dismiss the simulacrum in the same manner.

Once you use this feature, you cannot do so again until you finish a long rest. 

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