Sorcerer
Base Class: Sorcerer

The Herrscher of Void has the ability of spacetime-manipulation.

A Herrschers Point of View

With level 1, You gain Blindsight, dark vision, tremor sense and truesight. You also gain firearm proficiency and longrange proficiency.

Control over the Void

The ability to control the Void. It is a really strong Herrscher power and Is good for attack and defense.It has the ability to bend spacetime.

There are the following abilities:

Fly and levitate:

Starting at level 6 You can fly with a flying speed of 30 for 30 minute. This is once per longrest. If you don't fly you will levitate. In this state you will be flying exactly half a feet over the ground, you can't go higher if you have the 30 minute cooldown. You can end and start the levitation at will. At level 10 you will be able to fly for a total time of 1 hour per longrest, at level 15 2 hours per longrest and at level 20 you can fly for a unlimited amount of time longrest.

Lance of the Void:

Starting at level 6 You can use your action to summon Void lances using your spell slots, each lance deals on hit 3d8 piercing damage and you can have no more than 2 at once at level 5, 3 at level 8, 4 at level 12, 5 at level 16 and 6 at level 18. When you summon one lance it and all existing lances instantly attack the target and return next to you. For each lance the enemy has to roll a dexterity save roll and if he can evade one lance this lance explodes next to him and deals 1d8 force damage for every spell slot level the void lance was summoned with.

Vanishing:

Starting at level 8, when you get attacked, once per longrest, you can instead decide to go into the void. You have to stay for the next two turns in the void, you can do no attack actions there but anything else. You can't use Gate to the void or any other spell to go out of the void before the beginning of your third turn. At the start of your third turn you exit the void at a location which is away no more than 100 feet from the point where you entered the void.

Position Shift:

Starting at level 12, When attacked by a long range attack or a spell that would deal damage, instead you can shift the position with the attacker and he takes the Damage instead, but he only takes damage if he can take damage of his own attack. This is only once per Short rest but the usage rises with level 9, 14 and 19 to 2, 3 and 4.

Gate to the Void:

Starting at level 14 You can open a gate to the void. The gate is your own demiplane. You can decide which of the creatures you see or you once met can enter it. The gate is open for no more than one minute. If you want to reopen it it can't be further away than 1mile around the point where you entered the void. This rises by 0,5 miles every level. This is 5 times per longrest and needs a full action. 

Space-Time-Freeze:

starting at level 16, The power of void is used to stop space and time in a certain area. Friendly targets are only affected if the user wants to. The enemy needs to do a intelligence saving throw. When the enemy succeeds the saving throw he can't move for 1 turn and can't use reactions for 2 turns. If the enemy fails the saving throw he can't move for 2 round and can't use reactions for 3 turns. Also when he can move again you can deal him 1d4 force damage. You can use this as a reaction too, if you get attacked by an enemy or an enemy tries to attack anally, but then those who succeeded the saving throw aren't immobilized anymore and only can't use reactions for 1 turn and those who didn't succeeded can't move for only one turn and can't use reactions for only 2 turns. This is only once per longrest.

Unleashed Void:

You gain this at level 20: Unleashes the full explosive power of the void on a chosen area of a 300 feet diameter. All allies in the area are automatically transported in the void without taking any damage You don't take damage if you are in the aoe. Every enemy whose save roll is 20 or higher succeeds the save roll and takes half the damage, everyone who doesn't succeeds takes the full damage. The damage is 20d12 force damage.

Cracking void

Starting at level 14, When a person follows you through the gate of the void into the void you can send him back to the spot he was one minute before. This will deal 5d6 force damage to the enemy that followed you. This can be used against as many enemies as how many followed you.

A Herrschers Legacy

Starting at level 18 you Gain a damage bonus on Void lances piercing damage. Against humans and half humans add 2 to every dice roll of the lances. You also permanently gain 2 Dexterity and 2 charisma

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