Sorcerer
Base Class: Sorcerer

You imagination has unlocked on you the ability to chanel a differtent kind of magic.

People use to tell to children to focus on learning, studying, training or becoming a useful person for the society and to certainly abandon things like Imagination or daydreaming. But what could happen if a child ignores all those suggestions? If you dive so far into these facets of your mind, you can discover a whole new reality of magic, your imagination. Daydreamers are weird sorcerers that uses their powerful imaginative mind to bring things to reality, create images, scenarios or even bring their own multiverse of ideas to the material word. Daydreamers have learned how to tap into their own well of thoughts and manipulate their magic with it.

Vivid Imagination

When you take this subclass at 1st level, your mind and understanding expands into your imagination and you see things as the could be instead of what they realy are. You gain the Minor Illusion and Prestidigitation cantrip and those do not count against the number of cantrips you know. Moreover, you can learn a number of spells or cantrips from any spell list equal to half your sorcerer level rounded up, but these count against the number of spells or cantrips you know.

In addition, as an action, you can use 1 or more sorcery points to create an arcane focus or a magic weapon of any kind. The created object lasts for 1 hour, until it is moved more than 100 feet away from you or until you dismiss it at will (no action requiered). The created weapon has a bonus on attack and damage rolls equal to the amount of sorcery points spent to create it minus one. The created arcane focus has a bonus on spell attack rolls equal to a quarter of the amount of sorcery points spent to create it rounded down.  You can't create an object with a bonus of +5 or higher and you can't have more than one object created at a time.

Imaginary Friends

At 1st level you also learn how to create appereances of your imagination in the form of imaginary friends. You gain the Unseen Servant spell and it does not count against the amount of spells you know. You can cast Unseen Servant without expending a spell slot a number of times equal to your proficiency modifier, you regain these uses at the end of a long rest.

In addition, as you cast this spell, you can expend 2 or more sorcery points to cast it at a special version. The created servant adopts a more defined form and has a stronger appearance. When you cast it for the first time, chose a race and one of the following templates:

  • Close Quarters Combatant:
    • HP: (5 + its constitution modifier + your spellcasting ability modifier) x Half your sorcerer level rounded up.
    • AC: 12 + its dexterity modifier + your spellcasting ability modifier (only if not wearing armor or shields)
    • Statblock: Distribute 70 or 80 points between its abilities (an ability must have at least 3 points), then add racial bonuses.
    • Proficiency in all martial and simple weapons, all armors and shields.
    • Proficiency in two skills of your choice.
    • Pack Tactics: Advantage on melee attack rolls if an ally is within 5 feet of it or the target.
  • Ranged Combatant:
    • HP: (3 + its constitution modifier + your spellcasting ability modifier) x Half your sorcerer level rounded up.
    • AC: 11 + its dexterity modifier + your spellcasting ability modifier (only if not wearing armor or shields)
    • Statblock: Distribute 70 or 80 points between its abilities (an ability must have at least 3 points), then add racial bonuses.
    • Proficiency in all martial and simple weapons, light armor, medium armor and shields.
    • Proficiency in three skills of your choice.
    • Sharp Shooter: Doesn't have disadvantage for being at 5 feet of the target or for attacking at long range.
  • Spell Caster:
    • HP: (1 + its constitution modifier + your spellcasting ability modifier) x Half your sorcerer level rounded up.
    • AC: 10 + its dexterity modifier + your spellcasting ability modifier (only if not wearing armor or shields)
    • Statblock: Distribute 70 or 80 points between its abilities (an ability must have at least 3 points), then add racial bonuses.
    • Proficiency in quarterstaffs, daggers, clubs and light armor.
    • Proficiency in five skills of your choice.
    • War Caster: Has advantage on saving throws to mantain concentration on spells

Once you have chosen the race, one of the templates and finished creating the servant, it becomes and imaginary friend for your, it is an NPC that is controlled by the DM (you or the DM may fix its personality) but has mental conection with you and follows your commands to the best of its ability. As a bonus action your may mentally issue a command to an imaginary friend.

Once you have created an imaginary friend, you can't change it. You can have a number of fixed imaginary friends up to your spellcasting modifier. You can have any number of summoned imaginary friends at a time. An imaginary friend lasts summoned for one hour plus one additional hour equal to the amount of sorcery points spent beyond the second. at Any time you may expend a sorcery point to extend the summoned time of an imaginary friend by one hour.

 

Imaginary Realm

Your wandering thoughts imaginating world's posibilities have created a kind of demiplane linked to your mind. At 1st level when you take this class, you create an imaginary world, there is where your imaginary friends live and there is where them are when they are not summoned, this world can be as you like, however it should resemble your personality and your thinking but may have some things or even places you have visited or seen before. As an action you may enter in a trance state by casting a special version of the the Astral Projection spell to travel to this demi plane. While in this plane, you are immune to all damage and can cast spells of any level and of any spell list at will. One hour in this plane equals one minute in the physical plane, however, if you would rest in this plane, the benefits don't count for your body on the physical plane. In addition, as an action by expending any number of sorcery points, you may enter to your imaginary world with a number of willing creatures equal or less to the ammount of sorcery points spent, you may give them the same benefits that you have while in that plane to your guests.

Unlimited Creativity

Your imagination is so powerful now that sometimes you can cast spells that don't make sense to the unimaginative. At 6th level, when you cast a spell that does damage you may roll 2d10 on the following chart:

  1. Acid
  2. Cold
  3. Fire
  4. Force
  5. Lightning
  6. Necrotic
  7. Poison
  8. Psychic
  9. Radiant
  10. Thunder

You roll both die until the show two different numbers and you may now substitute the casted spell's damage for one of the two resulting damage types. However, the spell loses any abilities that requiered its damage type to function, such as the Fireball spell burning burnable objects. In addition, whenever you roll pairs using this feature, you can expend any number of sorcery points to add 1d8 additional damage of the chosen damage type per target for each sorcery point spent.

Wandering Psyche

At 14th level, your overactive imagination can influence other's perception of the reality and even granting them euphoria and courage. As a reaction or a bonus action, by spending 1 sorcery point you may give one of the following effects to a creature, a target must succed on a wisdom saving throw against your spell save DC to avoid the effects:

  • Grant it advantage on attack rolls or ability checks until your next turn.
  • Gran it a bonus on saving throws equal to your charisma modifier until your next turn.
  • Suspend one afflicting condition such as Frightened, Stuned, Charmed, Paralyzed, Poisoned or Sickened for one minute.
  • Give it disadvantage on attack rolls until your next turn.
  • Give it a penalty on saving throws equal to your charisma modifier until your next turn.
  • Give one afflicting condition such as Frightened, Stuned, Charmed, Paralyzed or Poisoned until your next turn.

Daydreaming

The power of your imagination has reached its pinacle and now you are able to completely twist the reality. At 18th level, as an action by spending 8 sorcery points, you enter in a trance like state that links the real world with your imaginary realm. All your imaginary friends ar instantly summoned. You gain resistance to all damage types and that resistance can't be ignored. You can cast 1st, 2nd and 3rd level spells at will and spells of higher levels can be cast using spell slots of three levels lower than the required (4th level spells can be cast with 1st level slots, 5th level spells can be cast with 2dn level slot and so on). That state last for 1 minute or until you dismiss it (no action requiered), all imaginary friends remain summoned unless you dismiss them at the same time this sate ends. Once you have used this feature, you can't enter this state until you finish a short or long rest.

Daydreamer Image

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