Sorcerer
Base Class: Sorcerer

Feared. Respected. Coveted. With a magic few are able to match, reality warpers are infamous as some of the most dangerous and unpredictable among wielders of the arcane. Able to shift the earth, water, and winds to their whim, these sorcerers tend to have intense and magnetic personalities and turbulent inner lives. Often misunderstood, they can be just as bewildered by their power as those around them. While their magic can spring from many sources, it is frequently stereotyped as being divine or coming from a warlock's wager, meaning a reality warper will have to prove their purpose and power anew with each person they meet. For good or ill, numerous reality warpers hold a central place in myths and legends; their gift requires careful use, or else it may alter the course of history in disastrous ways.

Level 3: World-Bending

As your power begins to blossom, you learn how to conveniently ignore the laws of gravity to move where you will, and how to work more permanent magics.

During your Innate Sorcery feature's duration, you can move across and end your turn on liquids and vertical surfaces and ceilings, and move through the spaces of other creatures. You also gain the Mold Earth, Gust, and Shape Water cantrips, and the effects of Shape Water and Mold Earth become permanent if cast during Innate Sorcery.

Level 3: Reality Warper

As you grow in experience, so too does your confidence with commanding the fabric of the arcane and natural worlds.

When you reach a Sorcerer level specified in the Reality Warper Spells table, you thereafter always have the listed spells prepared.

Reality Warper Spells
Sorcerer Level Spells
3 Create or Destroy Water, Earth Tremor,
5 Spike Growth, Gust of Wind
7 Blink, Fly
9 Fabricate, Banishment

Level 6: Time Bending

You are now able to focus a magic that was subconscious at first and slow or speed up the flow of time. You can focus your magic to warp time's flow around you in moments of danger, letting you prepare for and avoid attacks. You gain advantage on Initiative. In addition, when you take damage, you can use a reaction to halve the damage.

Level 14: Transmotive

You have reached an ease with your magic that allows you to intuitively adapt to whatever environment your find yourself in. You take no falling damage, can breathe underwater, ignore natural difficult terrain such as from ice, loose rocks, and undergrowth, and gain Darkvision out to 60 feet.

Level 18: Mutability

At this stage of your adventures, your control of your gift has expanded by leaps and bounds, and you are able to finely sculpt your immediate surroundings with ease. You gain the Mage Hand cantrip, and the hand is invisible to other creatures during the duration; it can't make attacks but can interact with creatures, and its carrying capacity is calculated as normal, but with your Intelligence.

In addition, you gain an emanation out to 30 feet, and change the area inside it during your Innate Sorcery feature. You can use a bonus action to choose one of:

  • Change the temperature,
  • Change the weather(up to moderate winds, lightly obscuring the emanation with rain or snow, clear weather, etc),
  • Change the lighting,
  • Change the terrain(difficult terrain becoming normal and vice versa), or
  • Teleport a Medium or smaller creature to another space within the emanation(requiring a WIS save if it is unwilling).

Changes to terrain last for the duration, or for one round after the terrain is outside the emanation. Any saving throws against the emanation use your spell save DC.

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