Sorcerer
Base Class: Sorcerer

You have a deep connection to the astral plane, as you are connected physically to a piece of alien technology. When the device latched on to your body, you were infused with power that you had not felt before. The apparatus is also sentient and guides you in simple, yet various ways (Speak with your DM to establish how the device guides you).

Alien Device

This strange apparatus has attached itself to you and infused you with the ability to conjure great power from other worlds and planes of existence.

At 1st level, you gain one alien device upgrade of your choice. Your upgrade options are detailed below. When you gain certain sorcerer levels, you gain additional upgrades of your choice, as shown in the Alien Device class feature description. 

Additionally, when you gain a level in this class, you can choose one of the upgrades you have and replace it with another upgrade that you could learn at that level.

Astral Awareness

(6th level Alien Device Upgrade) As a bonus action, you can spend 1 Sorcery Point to allow Astral energy to surge through your eyes, enhancing your vision. You gain Truesight out to a range of 30 feet for up to 10 minutes. 

Astral Casting

(1st level Alien Device Upgrade) As a bonus action, you can spend 1 Sorcery Point to bolster your magic attacks with astral energy. You gain +1 to your Spell Attack for 1 hour. 

Starting at 6th level, you can expend 2 Sorcery Points to gain +2 to your Spell Attack for 1 hour. 

Starting at 14th level, you can expend 3 Sorcery Points to gain +3 to your Spell Attack for 1 hour. 

Astral Exile

(14th level Alien Device Upgrade) As an action, you can spend 2 Sorcery Points to attempt to send one creature that you can see within 60 feet to the Astral Plane. The target must succeed on a Charisma saving throw or be exiled. 

While there, the target is incapacitated. The target remains there for 1 minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. 

Astral Gateway

(6th level Alien Device Upgrade) As a bonus action, you can spend 1 Sorcery Point to open a breach that teleports you up to 30 feet in any direction to an unoccupied space. 

At 14th level, you can spend 2 Sorcery Points to teleport up to 60 feet. 

At 18th level, you can spend 3 Sorcery Points to teleport up to 120 feet. 

Astral Munitions

(1st level Alien Device Upgrade) As a bonus action, you can spend 1 Sorcery Point to infuse a nonmagical weapon of your choice with Astral energy. The weapon becomes +1 magic weapon for 1 hour. 

Starting at 6th level, you can expend 2 Sorcery Points to make the nonmagical weapon a +2 magic weapon for 1 hour. 

Starting at 14th level, you can expend 3 Sorcery Points to make the nonmagical weapon a +3 magic weapon for 1 hour. 

Causal Attack

(6th level Alien Device Upgrade) When you make a melee weapon attack against a creature, a future version of yourself appears next to you and makes the same attack against that creature. After the attack, you fade from existence and your future self remains. 

Combat Foreknowledge

(18th level Alien Device Upgrade) As a reaction, you can spend 1 sorcery point to choose one of the following:

  • Impose disadvantage on an attack made against you.
  • Grant yourself advantage on an attack made against another creature.

Gravitational Force

(14th level Alien Device Upgrade) As an action, you can spend 4 Sorcery Points to magically emit an aura of gravitational energy that tugs at other creatures for up to 1 minute. For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and its movement speed is halved.

Lesser Time Warp

(18th level Alien Device Upgrade) Once per long rest as an action, you can spend 6 Sorcery Points to reverse the last 10 minutes of in-game time before the casting of this spell and only you know the events that have transpired in your memory. The DM chooses the precise moment you return to. You regain the use of this feature after a long rest.

Manipulate Gravity

(6th level Alien Device Upgrade) The Alien Device grants you the ability to manipulate the effects of gravity on yourself. You now can have a flying speed of 30 ft. 

Protective Aura

(1st level Alien Device Upgrade) As a bonus action, you can spend 1 Sorcery Point to create a field of protective energy that surrounds you. You gain +1 AC for 1 hour. 

Starting at 6th level, you can expend 2 Sorcery Points to gain +2 AC for 1 hour. 

Starting at 14th level, you can expend 3 Sorcery Points to gain +3 AC for 1 hour. 

Astral Magic

You learn additional spells when you reach certain levels in this class, as shown on the Astral Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Astral Spells
Sorcerer Level Spells
1st magnify gravity
3rd immovable object
5th pulse wave
9th temporal shunt
13th tether essence
15th reality break
17th time ravage

Reactive Resistance

Starting at 6th level, your apparatus instinctively protects you in the event that a lethal attack is made on you. An astral energy field surrounds you immediately as the incoming attack hits. Anytime an attack would drop you to 0 hit points, use your reaction to gain resistance against that damage type until the end of the round. 

You now gain resistance to bludgeoning and force damage types.

Vicious Velocity

Starting at 14th level, when an ally within 60 feet of you hits a creature an attack, you can use your reaction to increase the velocity of the attack. This allows the ally to add 1d12 damage of their weapon's type to the creature.

You can use this feature a number of times equal to your Charisma modifier bonus. You regain all expended uses when you finish a short rest.

Greater Time Warp

Starting at 18th level, as an action you can spend 10 Sorcery Points to reverse that last 24 hours of in-game time before the casting of this spell and only you know the events that have transpired in your memory. The DM chooses the precise moment you return to. Also, your HP maximum decreases by 10 and you cannot use this feature for 10 days. 

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