Sorcerer
Base Class: Sorcerer

Planar Servant Magic wasn't always a part of your life. Your family was a part of the financial elite and paid for your entrance into the Planar School of Magic. Your third year of schooling, you were introduced to the plane of which you studied so much. This is where you are taught to bind a planar creature to yourself. You are able to draw magic from this link, allowing you to cast spells and summon a phantasm of the planar creature. This planar creature is chosen carefully, because once you have made your pact it cannot be undone.

Master or servant, your connection eternally intertwines your fates.

Planar Bond

At 1st level, you form a permanent bond with one of the following types of planar creatures(examples are given for each type). 

Genie: Djinni, Dao, Efreeti, Marid, ect..
Mephit: Ice mephit, Magma mephit, Mud mephit, ect..
Aberration: Ultroloth, Slaadi, Gibbering Mouther, Xorn, ect..
Beast: Wolf, Arcanaloth, Bear, Rakasha, Tiger, ect..

*Each type provides different benefits.

As an action, you may spend any combination of sorcery points and/or spell slot levels equal to your sorcerer level to summon a lifelike Planar Phantasm of your Planar Creature. This magic requires an unusually high amount of energy making it difficult to stifle, all ability checks made to counterspell or dispel this spell are made at disadvantage. The phantasm lasts for a number of hours equal to your charisma modifier, or until you lose your concentration (as if you were concentrating on a spell). The phantasm appears in an unoccupied space that you can see within 5 feet of you. You are unable to summon the phantasm if your Planar Creature is already on the same plane of existence.

Add your proficiency bonus to the phantasm's AC, attack rolls, and damage rolls. Its hit point maximum equals four times your sorcerer level. Unlike most creatures, your phantasm's health pool can only be healed by re-summoning, or by the Planar Mending ability. As a phantasm, the planar creature is not proficient with any armor or equipment and is unable to use magical items. It looses all fly, climb, or swimming movement it previously had but may hover a few feet off the ground.

The Planar Creature's consciousness is pulled into the phantasm. In combat, the phantasm shares your initiative count, but it takes its turn immediately after yours. The phantasm and its owner have a 30 foot, telepathic link in which they can use to communicate. When the phantasm speaks, its translation is lost through the planes. It looses the ability to speak any languages it could normally, but is able to understand any languages that the sorcerer understands.

When the Planar Phantasm's health drops to 0 or below, your planar link is damaged and your phantasm fades. The phantasm cannot be re-summoned until you complete a long rest. 

Planar Phantasm Stat Block:

Planar Phantasm
Medium unknown , unaligned
Armor Class 8 (natural armor)
Hit Points 4 
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages 'Cannot speak, but understands any languages the Sorcerer knows.'
Challenge 0 (10 XP)
 
Proficiency Bonus +2
Actions

Starting at 14th level, Multiattack. The phantasm may make two attacks, instead of one.

Planar Strike. Weapon Attack: (STR) to hit, reach 5 ft.; one target. Hit: (1d6 + STR) servant damage.

Planar Lash. Weapon Attack: (CHA) to hit, reach 10 ft.; one target. Hit: (1d4 + CHA) servant damage.

Planar Volley. Ranged Spell Attack: (INT) to hit, range 30 ft.; one target. Hit: (1d4 + INT) servant damage.

 

Planar Phantasam Spell Info:

This ability is affected by Counterspell.


Level
: Sorcerer Level / 2 (rounded up)
Range/Area: 5 feet
Component: Somatic, Verbal
Casting Time: 1 action
Duration: (concentration) Charisma Modifier + 1 hours
School: Conjuration
Attack/Save: None
Damage/Effect: Summoning

You gain the service of your planar creature, in the form of a Planar Phantasm. It appears in an unoccupied space that is within range.

 

The phantasm has its statistics modified by the planar creature that inhabits it. The sorcerer also adds its proficiency bonus to the phantasm's AC, attack rolls, and damage rolls. Its hit point maximum equals four times your sorcerer level. Unlike most creatures, your phantasm's health pool can only be healed by re-summoning, or by the Planar Mending ability. As a phantasm, the planar creature is not proficient with any armor or equipment and is unable to use magical items.

 

In combat, the phantasm shares your initiative count, but it takes its turn immediately after yours.. When the phantasm drops to 0 hit points or its duration expires, it disappears, leaving behind no physical form.

 

While your phantasm is within 30 feet of you, you can communicate with it telepathically. When the phantasm speaks, its translation is lost through the planar boundary. It looses the ability to speak any languages it could normally, but is able to understand any languages that the sorcerer understands.

 

You can't have more than one phantasm at a time. If you cast this spell while you already have a phantasm, you instead heal your phantasm to its hit point maximum and reset the spells duration. Additionally, this spell automatically fails if you are on the same plane of existence as the planar creature.

This magic requires an unusually high amount of energy making it difficult to stifle, all ability checks made to counterspell or dispel this spell are made at disadvantage.

*You may spend any combination of sorcery points and/or spell slot levels equal to your sorcerer level to cast this spell.

 

 
Planar Aberration

 

Servant Examples:

Ultroloth, Slaadi, Gibbering Mouther, Xorn, ect..

Damage Type:

Psychic

Phantasm ASI:

+6 CHA, +4 STR, +2 DEX

Phantasm Ability:

Ethereal Phasing (Recharge 6). The phantasm may cast "Invisibility" on themselves as an action.

Planar Beast

 

Servant Examples:

Wolf, Arcanaloth, Bear, Rakasha, Tiger, ect..

Damage Type:

Bludgeoning

Phantasm ASI:

+6 STR, +4 DEX, +2 WIS

Phantasm Ability:

Unstoppable (Recharge 6). When the phantasm is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.

Planar Genie

Servant Examples:

Djinni, Dao, Efreeti, Marid, ect..

Damage Type:

Force

Phantasm ASI:

+6 INT, +4 CHA, +2 DEX

Phantasm Ability:

Magically Inclined (Recharge 6). When you Cast a Spell, the phantasm can deliver the spell as if it had cast the spell. Your phantasm must be within 30 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.

Planar Mephit

Servant Examples:

Ice mephit, Magma mephit, Mud mephit, ect..

Damage Type:

Elemental(Dependant on Mephit)

Phantasm ASI:

+6 DEX, +4 INT, +2 CHA

Phantasm Ability:

Benign Transportation (Recharge 6). Your phantasm may use its action to teleport up to 30 feet to an unoccupied space that it can see. Alternatively, it can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Wayward Promise

At 1st level, if your Planar Phantasm spell ends for any reason, your Planar Creature may drain the Phantasm of its magic to maintain the phantasm's form until the end of your next turn, causing twice your sorcerer level in force damage to the phantasm. It may do this as long as the Phantasm has enough health remaining to accommodate this cost. This damage is unaffected by damage reduction, resistances or immunity and cannot be redirected. On your turn you may use your action to regain concentration on the phantasm. 

Planar Transformation

Starting at 6th level, capable of infusing yourself with the power of your Planar Creature, providing access to Transformation abilities.

This process requires a standard action, and the sorcerer and phantasm must be adjacent to each other. While you are transformed, you count as one creature, and no longer need to concentrate on maintaining the phantasm. During which, the phantasm is still active, and are therefore still limited by its duration and hit points. It loses its activated and passive abilities, but you gain access to a transformation action. Additionally, this process causes an *Alter Self effect for the duration of the transformation. 

While transformed, you have resistance to all damage. Also, each time you take damage, your phantasm takes the same amount of damage. If you fall to 0 hit points. Your planar phantasm ends and you are knocked unconscious as normal.
During your transformation, you also gain the effect of Alter Self - Natural Weapons, and Alter Self - Change Appearance. Your new form must always be bi-pedal and retain at least one trait from both creatures.

 

Planar Transformation:

This ability is affected by counterspell.


Level
: Sorcerer Level / 2 (rounded up)
Casting Time: Action
Range/Area: touch
Component: Somatic
Duration: Instantaneous
School: Transmutation
Attack/Save: None
Damage/Effect: Shapechanging

You target a willing Planar Phantasm within 5 feet, fusing your body with the phantasm. 

 

While you are transformed, you count as one creature, and no longer need to concentrate on maintaining the phantasm. During which, the phantasm is still active, and are therefore still limited by its duration and hit points. You remain in this form until you use your bonus action to dismiss it, or your Planar Phantasm spell ends. You gain the following benefits:

  • You have resistance to all damage. Also, each time you take damage, your phantasm takes the same amount of damage.

  • You gain the effect of Alter Self - Natural Weapons, and Alter Self - Change Appearance. Your new form must always be bi-pedal and retain at least one trait from both creatures.

  • Lastly, you are empowered by your Planar Creatures essence, allowing you to access to a Transformation Action. This action is dependent on the type of Planar Creature you are bound to.

You may dismiss this form and begin concentrating on the phantasm as a bonus action. Doing this manifests your phantasm in the nearest open space. 

This magic requires a large amount of energy, making it difficult to stifle, any attempts to counterspell this ability will do so at disadvantage.

*This spell does not require a spell slot to cast, instead it redirects the energy of a Planar Phantasm.

 

Transformation - Aberration

While transformed you may use your bonus action to frighten someone with your monstrous presence. 
Reminder: "During your transformation, you gain the effect of Alter Self - Natural Weapons, and Alter Self - Change Appearance. Your new form must always be bi-pedal and retain at least one trait from both creatures."

Monstrous Presence. You can use your bonus action to frighten someone with your monstrous presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw, or be Frightened of you until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

 

Transformation - Beast

While transformed you may use your bonus action to make an Unarmed Strike and gain temporary hit points.
Reminder: "During your transformation, you gain the effect of Alter Self - Natural Weapons, and Alter Self - Change Appearance. Your new form must always be bi-pedal and retain at least one trait from both creatures."

Savage Attacker. You may make one Unarmed Strike as a Bonus Action. When you do, gain temporary hit points equal to half your sorcerer level.

 

Transformation - Genie

While transformed you may use your bonus action to cause your next spell to deal additional damage.

Reminder: "During your transformation, you gain the effect of Alter Self - Natural Weapons, and Alter Self - Change Appearance. Your new form must always be bi-pedal and retain at least one trait from both creatures."

Synchronized Casting. You may use your bonus action to empower your next spell, adding your charisma modifier to one damage roll of that spell.

 

Transformation - Mephit

You gain temporary flight, this also allows you to dash as a bonus action and reduce falling damage.

Reminder: "During your transformation, you gain the effect of Alter Self - Natural Weapons, and Alter Self - Change Appearance. Your new form must always be bi-pedal and retain at least one trait from both creatures."

Flighty. You may take the Dash action as a bonus action on your turn.

In addition, while dashing, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Graceful Landing. You may use your reaction when you fall to reduce any Falling damage you take by an amount equal to five times your sorcerer level.

 

Planar Empowerment

Starting at 14th level, your connection to your Planar Creature strengthens. Your Planar Phantasm gains the ability to use Multiattack., allowing it to attack twice instead of once, when they take the attack action on their turn. Additionally, while transformed you are further empowered, gaining access to the Planar Empowerment Ability

Planar Empowerment - Aberration

You Command creatures, and they are forced to obey if they are afraid of you.

Thought Seize. You may cast Command at will, without expending a spell slot. Any creature frightened by you automatically fails its saving throw against the Command you cast with this feature. 

Planar Empowerment - Beast

While transformed, your Planar Creature simultaneously uses a strand of the spell's magic to charge your fists with magical energy. 

Planar Strikes. When you cast a spell, you are charged with energy. Until the end of your next turn, you deal additional damage with your unarmed strikes. The damage bonus is equal to your charisma modifier plus the spell slot level used to cast the spell. When you use spell slots higher than 5th level, they will only provide a bonus that a 5th level spell slot would.

Planar Empowerment - Genie

While transformed, you may concentrate on one additional thing.

Dual Focus.

If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.

At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 10). On a failure, you lose concentration for both spells. You can drop concentration on one of your spells during your turn as a free action to avoid this saving throw

Any time you would be forced to make a Constitution saving throw to maintain concentration due to taking damage, the DC equals 10 + the highest spell level your concentrating on, or half the damage you take, whichever number is higher. On any concentration failure, you lose concentration on both spells.

Planar Empowerment - Mephit

While transformed, whenever you cast a spell, you regain lower level spell slots.

Mana Battery. When you cast a spell of 4th level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be three levels lower than the spell you cast and can't regain higher than 5th level.

Planar Mending

Starting at 18th level, you can use a bonus action to expend one spell slot to have your Planar Phantasm regain 1d8 hit points per level of the spell slot expended.

Previous Versions

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