Sorcerer
Base Class: Sorcerer

Not all sorcerers are born with power. Some take it. 

Reality Shapers are individuals who have pierced the illusion of the natural world and learned to manipulate the underlying structure that governs it. To them, space is not distance, time is not constant, and cause and effect are merely suggestions waiting to be corrected. Where others see chaos, they see patterns. Where others see limits, they see variables. 

This power often comes at a cost. Many Reality Shapers began as masters of a precise discipline-scientists, surgeons, engineers-people who built their lives on control. When that control was taken from them, they sought it elsewhere, finding something far greater than they were meant to wield. 

Unlike traditional spellcasters, a Reality Shaper does not simply cast magic. They impose their will directly onto existence, bending space, refining outcomes, and erasing imperfections as though the world itself were an equation to be solved.

To stand near one is to feel something subtle but wrong-like the air has been adjusted, like events are unfolding just slightly too perfectly. Because for a Reality Shaper, they are.

Level 3: Fractured Perception

Your mind no longer processes reality normally. You see threads, probabilities, weak points. 

Gain proficiency in Insight and Arcana
You can use Charisma instead of Dexterity for initiative rolls
When a creature you can see makes an attack roll against you:
As a reaction, impose disadvantage
Uses= Proficiency Bonus per Long Rest

Level 3: Reality Anchoring

Your body is fragile, but your will pins you to existence.

Gain Mage Armor for free (always prepared, doesn't count against spells known)
When you take damage, you can reduce it by 1d6 + Charisma modifier
Uses = Proficiency Bonus per Long Rest

Level 6: Spatial Manipulation

As a bonus action, you can spend 2 Sorcery Points to manipulate space and teleport up to 30 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks.

After teleporting, choose one:
• Gain a +2 bonus to AC until the start of your next turn
• Gain advantage on your next spell attack roll before the end of your turn

Gain +2 AC until start of next turn or next spell attack has advantage

Level 6: Controlled Casting

You impose structure on chaos

When you cast a spell of 1st level or higher, you can:
Reroll one damage die per spell level or
Force a target to reroll a successful saving throw

Uses = Charisma modifier per Long Rest

Level 14: Localized Reality Warp

Action (Cost: 5 Sorcery Points): Create a 20 ft radius field for one minute:
Choose effects when activated (pick 2):
Gravity distortion -> enemies move at half speed
Temporal drag -> enemies have disadvantage on attack rolls
Arcane amplification -> your spells deal + Charisma modifier damage
Spatial instability -> enemies take force damage (1d8) when they move

Concentration required

Level 18: Absolute Control

You achieve near-total command over your magic.

When you cast a spell, choose one:
Spell automatically hits (if it normally requires an attack roll)
Targets automatically fail their saving throw (once per long rest)
Ignore resistance to damage type

Additionally:
You regain 4 Sorcery Points when rolling initiative (once per long rest)

Level 3: Conjure Minor Elementals

Gives access to Conjure Minor Elementals 4th Lvl.

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