Base Class: Sorcerer
guys it's just a planeswalker
Planar Attunement
At 1st level, you choose one plane to attune yourself with. this is used in later abilities
Planar Attunement
| plane | |
|---|---|
|
Ethereal |
Force |
|
Water |
Cold |
|
Earth |
Bludgeoning |
|
Fire |
Fire |
|
Air |
Thunder (sound) |
|
Upper |
Radiant |
|
Lower |
Necrotic |
|
|
|
|
|
|
|
|
|
You gain proficiency and your proficiency bonus is doubled in checks on extra planar knowledge.
Air
At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.
Earth
At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.
Ethereal
At 1st level, you choose one plane you are attuned with. The damage type associated with each plane is used by features you gain later.
Fire
At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.
Lower
At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.
Upper
At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.
Water
At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.
Astral Shroud
As magic of the astral sea flows through your body, it causes physical traits of your planar abilities to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you have a blurry afterimage that makes it harder for you to pinpoint. When you aren’t wearing armor, your AC equals 13 + your Charisma modifier.
Planar Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your attuned plane, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Plane Hopping
You have figured out how to pop in and out of your attuned plane.
You can spend 5ft of movement speed to travel to your attuned plane, where you cannot attack or be attacked. that plane is considered difficult terrrain. you may use this ability a number of times equal to your charisma modifier+proficiency bonus
Additionally, you can spend 4 sorcery points to use this ability as a reaction
Master Planeswalker
You've done it. You've mastered plane walking. You can now attune to a different plane as a bonus action, losing your old attunement
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