Sorcerer
Base Class: Sorcerer

Whether born of planar convergence, exposed to an unstable rift in space, touched something that shouldn't exist, or somehow encountered a different version of yourself and survived, for whatever reason, reality has trouble deciding when and where you exist.

Level 1: Paradoxical Existence

Starting at 1st level, you gain the ability to shift between dimensions briefly.

Paradox Shift

-When you are hit by an attack, you can use your reaction to teleport up to 10 feet away to an unoccupied space that you can see. You can use Paradox Shift a number of times equal to your proficiency bonus.

Paradox Movement

-You can move through other creatures spaces as if it were difficult terrain. You cannot end your movement in another creatures space.

Level 1: Fractured Magic

At 1st level, whenever you cast a sorcerer spell using a spell slot, roll a D6. On a 6, you create a Paradox. You can choose one creature affected by the spell to apply the Paradox to. Whenever you deal damage to a creature that is applied with your Paradox, you deal additional Force damage equal to your Charisma modifier. Or if you restore hit points to the creature applied with your Paradox, you may restore additional hit points equal to your Charisma modifier. You may only have one creature applied with a Paradox at a time.

Level 6: Dimensional Slip

When you reach 6th level, any time you cast a spell of 1st level or higher, you can teleport up to 15 feet to an unoccupied space you can see and gain resistance to force damage until the start of your next turn.

Additionally, you gain access to Paradoxical Casting. You can spend 1 sorcery point when casting a spell to shift the origin of the spell. Choose a creature you can see within 30 feet, until the end of your turn, you can treat that creatures space as the space from which your spell originates.

Level 14: Reality Fracture

Beginning at 14th level, as an action you can create a Reality Fracture at a point you can see within 60 feet. The fracture creates a 20 foot cube that lasts for 1 minute that requires Concentration to maintain. You may apply one of the following effects to any creature that enters the area for the first time on a turn or starts its turn there:

  • Displacement-teleport the creature to another unoccupied space within the cube
  • Compression-the creatures speed becomes 0 until the beginning of its next turn
  • Duplication-the creature briefly appears in two spaces until the start of its next turn. During this time, attacks rolls against it have disadvantage.
  • Expulsion-teleport the creature to an unoccupied space 30 feet outside of the cube.

Once you use Reality Fracture, you cant use it again until you finish a long rest

Level 18: Reality Paradox

Once you reach 18th level, as a bonus action, you can choose yourself or a creature you can touch to enter a state of being a Reality Paradox for 1 minute. While in this state you gain the following benefits:

  • Two Places at Once-whenever you move, you can choose to leave behind a dimensional duplicate. The duplicate occupies the space you started your movement in. Until the beginning of your next turn you can make attacks and cast spells as though you were occupying either your actual space or the duplicate's space. You can only have one duplicate at a time.
  • Impossible Existence-when you are targeted by an attack while you have a duplicate, you may choose to exist simultaneously as yourself and the duplicate, you may choose to have the attacker roll a D20, on a 9 or lower, the attack hits your duplicate and the duplicate vanishes. 
  • Dimensional Resistance-you gain resistance to Force, Psychic, Necrotic, and Radiant Damage.
  • Two Realities-if you would be reduced to 0 hit points, you can instead disappear into a different dimension. At the start of your next turn, you return with half of your maximum hit points, rounded down. If this ability is used, your Reality Paradox immediately ends 

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