Sorcerer
Base Class: Sorcerer

Plannar Callers are sorcerers who have tapped into the vast powers of the planes, harnessing their energies to bend reality to their will. Through their connection to these far realms, they gain the ability to become conduits for planar forces.

Level 3: Planar Affinity

Starting at 1st level, you gain proficiency in the Arcana Skill, and you can add double your proficiency bonus to Intelligence (arcana) checks related to planar lore and creatures. Additionally, you can choose one of the following planar affinities: Astral, Elemental, Fey, Shadow, or Ethereal. This affinity represents the plane to which you have the closest connection to. You gain the following benefits based on your chosen affinity: 

Astral Affinity: You have advantage on saving throws against being restrained or paralyzed. Additionally, you can cast the misty step spell once without expending a spell slot, regaining the ability to do so after finishing a long rest.

Elemental Affinity: Choose an element (acid, cold, fire, lightning or thunder). When you deal damage with a spell that matches your chosen element, you can add your charisma modifier to the damage dealt, this effect can only occur once per spell cast.

Fey Affinity: You have advantage on saving throws against being charmed, and magic cant put you to sleep. Additionally, you can cast the Charm Person spell without expending a spell slot, regaining the the ability to do so after finishing a long rest.

Shadow Affinity: You have advantage on saving throws against being blinded or frightened. Additionally, you can cast the Darkness spell once without expending a spell slot, regaining the ability after finishing a long rest.

Ethereal Affinity: You have advantage on saving throws and ability checks against being grappled, pushed, or restrained. Additionally, you can cast the Invisibility spell without expending a spell slot, regaining the ability to do so after finishing a long rest. 

Astral Affinity

You have advantage on saving throws against being restrained or paralyzed. Additionally, you can cast the Misty Step spell once per long rest without expending a spell slot.

Elemental Affinity

Elemental Affinity: Choose an element (acid, cold, fire, lightning or thunder). When you deal damage with a spell that matches your chosen element, you can add your charisma modifier to the damage dealt, this effect can only occur once per spell cast.

Ethereal Affinity

Ethereal Affinity: You have advantage on saving throws and ability checks against being grappled, pushed, or restrained. Additionally, you can cast the Invisibility spell without expending a spell slot, regaining the ability to do so after finishing a long rest. 

Fey Affinity

Fey Affinity: You have advantage on saving throws against being charmed, and magic cant put you to sleep. Additionally, you can cast the Charm Person spell without expending a spell slot, regaining the the ability to do so after finishing a long rest.

Shadow Affinity

Shadow Affinity: You have advantage on saving throws against being blinded or frightened. Additionally, you can cast the Darkness spell once without expending a spell slot, regaining the ability after finishing a long rest.

 

Level 3: Planar Spells

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

Draconic Spells
Sorcerer Level Spells
3 expeditious retreat, jump, 
5 blur, [Tooltip Not Found]
7 blink, [Tooltip Not Found]
9 banishment, dimension door, teleportation circle, planar binding

Level 6: Planar Step

 

Starting at 6th level, you gain the ability to temporarily phase out and reappear elsewhere. As a bonus action during your turn, you can teleport to an unoccupied space that you can see within 60ft of you. You can use this feature a number of times equal to your Charisma modifier, regaining any expended uses when you finish a long rest.

Level 14: Planar Summoning

Starting at 14th level, your control over planar energies allows you to summon creatures from other planes to aid you in battle.

You learn the lesser summoning spell, which is always prepared for you and doesn't count against the number of spells you know. You can cast this spell once per long rest without expending a spell slot to cast.

Additionally, when you cast a spell that summons one or more creatures, the summoned creatures gain a number of temporary hit points equal to your Charisma modifier, and their attacks deal an extra 1d4 force damage on a hit.

Level 18: Master of the Planes

Upon reaching 18th level, you become a master of planar forces. You gain the following benefits:

  • You have advantage on saving throws against spells and abilities that would teleport or banish you against your will.
  • You can concentrate on two spells at a time, provided at least one is from the conjuration school of magic. If you take damage while concentrating on two spells, you must make a separate concentration check for each spell.
  • you can cast the Plane Shift spell once per day without expending a spell slot to cast, regaining the ability to do so after finishing a long rest.

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