Base Class: Sorcerer
Cosmic Magic
Starting at 1st level, your connection to dunamis allows you to learn spells normally associated with the chronurgidt and graviturgist wizard traditions. When your spellcasting feature lets you leanr a sorcerer cantrip or a sorcerer spell of 1st level of higher, you can choose the new spell form the sorcerer spell list or the dunamancy spell list, as seen in Explorers Guide to Wildemount. You must otherwise obey all the restrictions of selecting the spells, and it becomes a sorcerer spell for you.
You learn additional spells when you reach certain levels in this class, as shown on the cosmic spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell may be from the sorcerer or dunamancy spell list.
Reality Wrinkle
Starting at 6th level, you can distort reality centered around yourself as a bonus action, confounding rational attempts to break through to you. You gain a bonus to you Armor Class equal to you Charisma modifier for one minute. This effect ends early if you are incapacitated.
You can use this feature once and regain one use upon completing a long rest, or by spending 3 sorcery points using your bonus action.
Personal Gravity Field
At 14th level, you gain the ability to continuously manipulate gravity around yourself, making yourself or objects you touch heavier or lighter. You gain one of the following benefits.
- You gain a flying speed equal to your walking speed.
- Your weight is halved, and you gain an additional action. Which you can only use to Dash, Disengage or Use an Object.
- Your weight is doubled, and you have advantage on saving throws to avoid being physically moved. Melee attacks you make deal additional force damage equal to your Charisma modifier. Your speed is reduced by 10ft and you sink in water..
- The weight of objects you touch are halved. Your Strength score becomes equal to 19, and you have advantage on Strength checks and Strength saving throws.
You can use a bonus action on your turn to lose the effects of your current benefit and gain a different benefit instead, at the cost of 3 sorcery points.
Spacetime Tear
At 18th level, you can rip open the fabric of spacetime itself. As an action, you can spend 9 sorcery points to select a point you can see within 200 feet and open up a vortex of swirling chaos. All creatures that start their turn within a 30 foot radius of that point become the target of a reality break spell.
This effect lasts for 1 minute, and ends early if you are incapacitated or end it as a bonus action.
Cosmic Spells
These spells are granted to you through your sorcery bloodline.
Probability Manipulation
Starting at 1st level, you can shift the probability of events in your favour. When you or a creature you can see withing 60 feet of you rolls a D20, you can use your reaction to grant advantage or disadvantage (your choice) to the roll, before you see the results.
Once you use this feature, you can't use it again until you finish a short or long rest.
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