Sorcerer
Base Class: Sorcerer

Lost in the Astral Sea, graced by the presence of a long dead god, or maybe a brief interaction with a cosmos exploring dragon. Whatever your beginnings are there is one thing for certain. You contain within you multitudes, a new universe sparks inside your soul and grants you the power of the Astral Sea itself.

Cosmic Understanding

Your eyes become star themselves and reflect back the true nature of the world around you. As a bonus action you may activate this ability and gain [sight]truesight[/sight] of 10 ft for one minute. You may use this ability a number of times equal to your proficiency bonus. Recharges on a long rest.

 

When you reach level 8 in this class the range increase to 30 ft, and increases to 60 feet at level 14.

Starwalker's Yearning

Much like the multiverse you are in a constant state of change. You learn the Misty Step spell and as a reaction when you take damage you may spend 2 sorcery points to cast it.

Unteathered

While you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You have advantage on Dexterity saving throws. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Planewalker's Grace

You understanding of the cosmos expands ever further, You learn the plane shift spell. If you already knew this spell you may learn another of your choice within the Sorcerer spell list. When you take a long rest you make explore the other planes in the multiverse and attune yourself to one. Allowing you to cast Plane Shift spell without the required material component. You may also use your charisma instead of your intelligence when traversing the Astral Sea.

Galactic Emergence

Your galactic soul is ready to burst out from your corporal form and take shape. As an action you can spend 5 sorcery points you may release the stars from within you. For one minute the astral sea pours out of you in a 60 foot aura. All creatures inside now act as if they are within the Astral Sea. Any allies you choose may use your charisma for their movement.

Also when you activate this ability and each turn as an action when you spend 2 sorcery points you may activate psychic winds. All creatures of your choice within the aura are affected. Roll on the modified Psychic winds table below for the effect. Each creature is affected differently.

D20 Effect
9-10 [effect]Frightened[/effect] until end of your next turn.
11-12 [effect]Stunned[/effect] until end of your next turn.
13-16 4d10 psychic damage.
17-18 6d10 psychic damage.
19-20 [effect]Unconscious[/effect] for 1 minute.

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