Sorcerer
Base Class: Sorcerer

Your innate magic comes from the Astral Sea, a mysterious underlying planar force. The Sea is everywhere, it surrounds everything and flows through everyone, allowing creatures to teleport and move between planes without being torn apart by planar forces. All Astral Born sorcerers have eyes that resonate with the Astral Sea, often resulting in strange colors or patterns in the eye.

Astral Rifts

You can open two rifts in the Astral Sea, no bigger than 10x10 ft, that are linked together. Any creature or object that enters one rifts exits through the other. These rifts take a bonus action to create and last for a number of rounds equal to your total level. They can be created in any space that you can see and must be within 100 ft of each other. Any object or creature travelling through them retains momentum. You may only have one set of rifts active at a time and you can dispel them at any time. Should your vision be obstructed, through the wearing of eye contacts for instance, you are rendered incapable of opening rifts as it prevents you from seeing the Astral Sea. You can use this ability up to your Charisma modifier per long rest.

Enhanced Astral Protection

From your enhanced connection to the Astral Sea, you gain resistance to force damage.

Astral Slash

Starting at 6th level, you may open a thin rip in the Astral Sea to slash your enemy. As an action, you may spend 3 sorcery points to choose one target within 100 ft of you to make a Dexterity saving throw. On a failure, the creature takes 10d6 force damage, or half as much on a successful one.

Astral Reflect

At 14th level, you learn to defensively utilize your rifts. If you make a successful saving throw against an attack, or an attack roll misses you, you can choose another creature (including the attacker) you can see within 120 feet of you. The attack targets the chosen creature instead of you. If the attack forced a saving throw, the chosen creature makes its own save. If the attack was an attack roll, the attack roll is rerolled against the chosen creature. You may use this feature once per short rest. Using this feature also dispels your active Astral Rifts.

Astral Mastery

Astral Mastery At 18th level, you gain a relative mastery over the Astral. All of your rift related abilities increase in range to 500 feet. You also gain immunity to force damage.

You learn to manipulate the Astral around and within other creatures. As an action, you may spend 6 sorcery points and compress the Astral Sea around a creature you can see that is within 500 feet of you, and they must make a Constitution saving throw against your Sorcerer spell save DC. If they fail, they take 15d10 Force damage and half as much on a success.

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