Sorcerer
Base Class: Sorcerer

The powers of infinity have been passed to you use them as you will

Six Eyes

Starting when you choose this origin at 1st level, you gain the ability to see magical effects within 10ft of you as a shimmering blue this includes through obstacles, this effect may be turned on or off as a bonus action

At 2nd level you can now boost it as a bonus action spending one sorcery point to increase its range to 60ft for 1 hour

At 6th level you can boost it further as a bonus action spending 3 sorcery points to gain true sight within its range for 1 hour

Blue Technique

Starting at 1st level, you've learned the blue technique the ability to pull things using a point in space, as a bonus action you summon a small blue orb in any space within 30ft of you, you then designate it something within 30ft of it to pull if its trying to pull a object it must weight less than 100 pounds otherwise it fails, if its a creature it must be willing or must make a constitution saving throw against your spell save DC on a fail they are pulled, anything pulled by the orb is moved 30ft towards it stopping harmlessly once reaching it, after using the orb it fades away

At 6th level you've learned to harness this technique to a more destructive potential when you use this ability you may spend 2 sorcery points to amplify it increasing its ranges to 60ft and its weight limit to 600 pounds additionally its pulls with substantially more force pulled creatures take damage equal to 1d6 for every 10ft pulled, at 12th level this  damage increases to 2d6 per 10ft pulled, and at level 18 it further increases to 4d6 force damage per 10ft pulled

At 6th level you can spend 1 or more sorcery point and pull a extra number of creatures or objects equal  to the amount spent, if damage is dealt through this it is split between the creatures or objects pulled evenly

At 15th level you've figured out its maximum output when creating a blue orb you may spend 10 sorcery points to designate you and up to 6 creatures to not be affected the orb, it grows in size and begins to pull in everything within a 100ft sphere of it indiscriminately its max weight of any given object it can pull becomes 10000 pounds and every creature it pulls takes 3d6 force damage per 10ft pulled and once colliding with the blue technique itself takes a additional 10d6 force damage any creature caught in the area must make a saving throw against your spell save DC on a fail they are pulled 40ft towards it, the sphere last 1 minute or until dismissed as a bonus action, it can be moved up to 30ft in any direction as a action, any non magical objects pulled to the center are destroyed after 1 round

Infinity

Starting at 6th level, you have the ability to seemingly add space around you as a action you can spend 3 sorcery points at activate a 30ft sphere field around you when a creature enters this field it counts as difficult terrain for the first 15ft after that the final 15ft takes 4x the movement to move 5 feet deeper into the field this field moves with you and stays centered on you and last for 1 minute or until dismissed as a bonus action, you are unaffected by your own field along with up to 6 creatures you designate

As a bonus action you may spend a additional 3 sorcery points to add 1 minute to its time limit

At 7th level when creating the field you may now actively push people away when you create a field you may pay a additional 4 sorcery points so that if a creature that is effected by the field ends their turn in it they must succeed a constitution saving throw against your spell save DC or be forced directly out of the field to the nearest space not effected by it, if the creature were to not be able to move the full distance away via colliding with a wall or similar obstruction for every 5ft they couldn't move back they take 1d6 force damage

At 15th level when creating the field you may spend a additional 3 sorcery points to force any ranged attack that would enter the field to be rolled with disadvantage and if it were to deal less than 50 damage then you would take no damage as the field manages to push it away entirely

Red Technique

At 14th level, you've learned how to use the red technique as a action you may spend 5 sorcery points to summon a small red orb and throw it at something within 100ft of you if thrown at a creature they must succeed a strength saving throw against your spell save DC or be sent 250ft directly away from you and take 2d6 force damage for every 10ft the orb has to travel to reach them, on a success they take no extra damage but still get pushed away 75ft directly away from you, if thrown at a object the object takes 75 force damage and is pushed 250ft directly away from you if the object weighs more than 500 pounds it is only pushed 125ft away and if its more than 1000 pounds the object isn't pushed

Alternatively you may as a action spend 5 sorcery points to summon a small red orb and make it explode this is harmless for you and up to 6 other creatures you choose, every creature within 90ft of you must make a strength saving throw against your spell save DC or be sent 200ft directly away from you, on a success they are still sent 50ft away this effects objects sending any object under 400 pounds 200ft directly away from you

At 15th level you've figured out how to combine red and blue merging them to make purple spending 8 sorcery points as a action forming a large orb Infront of you and launching it forward in a 200ft line originating from you that is 10ft wide and tall every creature in the area must make a dexterity saving throw with disadvantage against your spell save DC on a fail taking 20d6 force damage if it were to collide with a object it leaves a perfect hole the size of the orb in the object and continues going

Domain Expansion

Beginning at 18th level, you've finally learned to open a domain once per long rest you may use your action and 12 sorcery points to activate your domain every creature within 30 ft sphere of you must make a charisma saving throw against your spell save DC at disadvantage on a fail they are trapped in the sphere on a success they are pushed outside the range of the sphere and cannot get in any means to attempt a brute force way of getting in fail and the attempter takes 1d12 force damage, a creature may willingly fail the save and you may allow up to 6 creatures to act freely within the domain while in the sphere and is active you gain the following 

  • You are not affected by your domains downsides
  • Any creature caught in the domain cannot act in any way until it is dispersed
  • While within the domain you are to be acting as if you had unlimited sorcery points however you do not retain any once the domain is gone
  • You choose how the domain looks this doesn't change how it functions
  • The domain is a 30ft sphere space with a flat ground
  • All of your attacks automatically hit any creature who cannot act due to the domain

After one minute or until you dismiss the domain as a bonus action it disappears and all effects of the domain stop

Infinite Sorcerer Image

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