Sorcerer
Base Class: Sorcerer

You have travelled through fantastical realms and returned with a touch of their magic. You may have been trapped in the pages of an ensorcelled book, stranded in dreamland, or pushed into the living colors of a painted landscape. Somehow you found your way back home, but the power of that other place still moves through you, making you a gateway for its whimsical magic and unreal denizens.

Level 3: Fantastical Spells

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

Fantastical Spells
Sorcerer Level Spells
3 Find Familiar, Mirror Image, Silent Image, Spiritual Weapon
5 Fear, Spirit Guardians
7 Guardian of Faith, Hallucinatory Terrain
9 Bigby's Hand, Mislead

Level 3: Plot Armor

Your story is simply too important to end. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

You also know the Minor Illusion cantrip. If you already know it, you learn a different Sorcerer cantrip of your choice.

Level 6: Heroic Imagination

Fiction inspires your reality. When you fail a D20 Test, you can use this feature to add 1d8 to your roll, potentially turning the failure into a success. The die improves as you reach certain Sorcerer levels: at level 10 it becomes 1d10, and at level 15 it becomes 1d12.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Level 14: Escape Reality

Roll 1d6 at the end of each of your turns while your Innate Sorcery is active. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane. While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.

You return to the other plane at the start of your next turn, and when your Innate Sorcery ends if you are still on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.

Level 18: Reality Erasure

Once per turn when you hit a creature with an attack roll, you may disrupt that target's connection to reality. Your attack deals an additional 5d10 Force damage, and if it reduces your target to 50 or fewer Hit Points, that target is transported to a harmless demiplane for up to one minute. While there, the target has the Incapacitated condition and must roll a Charisma saving throw at the end of each of its turns. On a successful save, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Previous Versions

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