Sorcerer
Base Class: Sorcerer

You are able to control the invisible magic connecting everything in existence. Your innate magic is in everything you can see. Your magic might come from the creation of the world itself, or from a distant connection to the gods of magic.

To the scholars of magic, you are seen as a trick, someone who has cheated their way to magical knowledge. You can control invisible power, and it makes them feel threatened by your mere existence.

Forced movement

You gain the ability to use this magic on yourself and others, moving everyone around the battlefield.

Starting at 1st level, everytime you deal force or bludgeoning damage, you may push or pull the target 5 feet towards or away from you. You can also make acrobatics checks with advantage.  Lastly, starting at first level you can dash as a bonus action.

 

Force Mastery

At 6th level you learn how to use this magical force to protect you and increase your attacks. As an action, you can use 2 sorcery points to create a force field around you. You gain +5 to your armor class for 1 hour. Additionally, your melee attacks can now reach up to 10 feet. This means an unarmed strike can hit someone 10 feet away from you.

Propulsion flight

At 14th level, you gain the ability to propel yourself into the air and fly, gaining a flying speed equal to your current speed. You can do this as an action on your turn. Additionally, you can do this to another creature of your choice, targeting up to two creatures of your choice, with each creature's flying speed being equal to their walking speed. This lasts until you dismiss them as a Bonus Action on your turn, or you are incapacitated. You can do this twice per long rest.

If you target another creature, they may resist and must make a DC 15 Wisdom saving throw.

Unmoving form

At 18th level, you become immune to force and bludgeoning damage. Additionally, you cannot be pushed or knocked prone. Lastly, you can use 6 sorcery points to create an explosion of power centered around you. Everyone within a 30 foot radius from you must make a dexterity saving throw or take 10d6 force damage and be knocked prone. If they succeed they take half damage and are not knocked prone.

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