Base Class: Sorcerer
1st - Void Core, Vortex Warp
6th - Force Manipulation, Void Resilience
14th - Influence Gravity
18th - Void Manifestation
**Any features that can move creatures can only affect creatures large or smaller, unless you spend 2 sorcery points for each size category increased.
Void Core
When you first manifest your powers, you can feel a central well of power within you. Some describe it as a chunk of magic and others describe it as a portal to your original source (a deity, magical event, etc.). Whatever it is, it sets a Void Soul sorcerer apart from other sorcerers. You learn Floating Disk or Shield of Faith. This core helps to keep you alive when other sources cease to prevail. When you get hit by an attack but before you take damage, you can use your reaction to teleport out of harm's way. This is the minimum possible distance, up to 15 feet. The maximum distance increases at 5th level (20 feet), 10th level (25 feet), 15th level (30 feet), and 20th level (35 feet).
You can use this feature once per round and a total number of times equal to half your proficiency bonus (rounded down). You regain these uses after a long rest or spend 7 sorcery points to regain all uses.
Vortex Warp
You can cause all other creatures within 5 feet of you to a random, unoccupied space within 30 feet. A targeted creature must make a Charisma saving throw against your spell save DC or take force damage equal to your sorcerer level.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Force Manipulation
Due to the magical forces within you, you gain powers of telekinesis. As a bonus action, you can try to telekinetically shove or pull one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (Spell save DC) or be moved 15 feet toward you or away from you. A creature can willingly fail this save.
As a reaction, you can reduce any kind of effect (magical or nonmagical) that would force you to move by 15 feet.
You can use either of these a number of times equal to your proficiency bonus. You regain expended uses at the end of a long rest or by spending 2 sorcery points for each use.
Void Resilience
You gain resistance to force damage. Also, you now have an AC of 11 + Charisma Modifier.
Influence Gravity
You can expend 5 sorcery points to gain a flying speed equal to twice you walking speed for 10 minutes. Also, when dealt force damage, you can expend sorcery points to rebound some of the damage at the attacker. You can rebound 2 damage per sorcery point expended.
You can cause gravity to change for those you touch. You can expend 3 sorcery points to alter the gravity for a creature large or smaller within reach for up to 10 minutes.
- Increase Gravity: the creature no longer has a flying speed, and its walking speed is halved.
- Decrease Gravity: the creature gains a flying speed of 15 feet. If they end their turn in the air, they fall slowly in a regular trajectory. The creature is immune to fall damage.
- Change Gravity: the creature begins to fall in a direction that you choose (not up). They fall 50 feet, provided that the terrain allows for it. At the end of the 50 feet, the creature takes 2d6 bludgeoning damage and is prone.
- Flip Gravity: the creature falls upwards 50 feet before falling again, provided the terrain allows for it. the creature takes 5d6 bludgeoning damage.
Void Manifestation
You can unleash your power into your surroundings in a destructive event. You can spend 3 sorcery points to create a magical aura for one minute that has the following effects:
- A orb about the size of a human head is created, with a magical aura around it out to 30 feet. This area becomes difficult terrain. Anything in the area must succeed a Strength saving throw against your spell save DC or be pulled 15 feet towards it. A creature makes this save when it enters the area or when it begins its turn within the area. If the creature's strength is 23 or higher, it cannot be pulled, however, if it fails the saving throw its movement becomes 0 for the rest of its turn.
- Any creature that ends its turn in the same space as the orb takes 2d12 force damage, which increases by 1d12 each turn that they are touching it. Any creature that is reduced to 0 hit points by this is destroyed and cannot be revived, as there is no body to revive (except by a wish spell).
- Any unsecured items within the area are pulled towards the orb. If it touches the orb for one round, it disappears.
- As a bonus action, you can move the orb up to 15 feet. Alternatively, you can swap places with the orb. When you do so, you can choose to take up to 3 people within 10 feet of you as well. You can use this once per turn.
- At the end of one minute, the orb collapses in on itself in a wave of destructive power. Any creature within its range must make a Strength saving throw (spell save DC + 3) or be pulled 15 feet towards the center. If they touch the orb, they take 2d10 force damage. Immediately after this, all creatures must again make a Strength saving throw (spell save DC + 3). If they failed the previous saving throw, they automatically fail this saving throw. If a creature fails this saving throw, they are knocked 40 feet away from the orb, knocked prone, and take 5d12 force damage. If they succeed, they are not knocked prone, they are only knocked half as far, and take half as much damage.
- You are immune to all effects of the Void Manifestation, excluding the following: after the orb self-destructs, the entire ordeal takes a great toll on you. You take 3d8 necrotic damage and one level of exhaustion.
- You can use this feature once per long rest.
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