Base Class: Sorcerer
What separates the planes? No one really knows.
Scholars and sages have studied the borders between the realms for millennia, and the best they've been able to come up with is, "there's...something?" Some force maintains the various realms separate, even though they at times seem to overlap.
There are ways through these barriers, of course. The Silver Staircase winds between them, connecting all the known realms. Powerful mages can force their way through them, traveling between planes with no trouble. Some unlucky few pierce these barriers quite by accident. Falling through a weak point in the weave, ending up gods know where, never to be seen again.
Still, the barriers are real, and they are strong. While planar travelers, conjurers, and abjurers may bend and stretch them, none really know how to break them...nor would they want to. They all agree that there is "something" there. Something powerful enough to keep the realms separate, and few who claim any wisdom want to know more.
This is the force that touched your bloodline.
Either through accident or valiant deed, you or one of your ancestors came into contact with that which exists between the planes...and it changed you. You are more attuned to the weave of the planar borders now. At first you would slip through unintentionally. You would wake up miles from where you fell asleep. You would go through a door in your home only to come out of a house in the neighboring village.
Eventually, you learned to control it. You no longer slipped through accidentally. You couldn't go far intentionally, but you could definitely control where you went.
Soon, you will master the power. Soon, there will be no barrier in the known realms to where you can travel, and none but the gods will ever be able to hold you back...and possibly not even them.
Traveler's Spells
1st-level Traveler's Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Taveler's Soul 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.
Traveler's Soul Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | Expeditious Retreat, Longstrider |
| 3rd | Blur, See Invisibility |
| 5th | Blink, Haste |
| 7th | Banishment, Dimension Door |
| 9th | Passwall, Teleportation Circle |
Blink Step
1st-level Traveler's Soul feature
You've learned how to utilize the planar barrier to aid your movement. As a move action, you can teleport up to your walking speed, though you must be able to see your destination. If you are poisoned or frightened you must succeed at a concentration roll DC 10 to teleport. You may spend 1 Sorcery point to double this distance.
This movement will not trigger opportunity attacks.
Hard to Hold
1st-level Traveler's Soul feature
Your basic control of teleportation magic allows you to more easily escape being grappled by quickly teleporting a small distance. Any time you are allowed a Strength(Athletics) or Agility(Acrobatics) roll to escape a grapple, you may instead roll a Charisma roll with proficiency. On a success, you break the grapple and move 5 feet.
Hard to Hit
6th-level Traveler's Soul feature
Even when not actively moving, you don't seem to stay entirely in one place. You instinctively teleport out of the way of most attacks. When calculating AC, add your Charisma modifier. In addition, you have advantage on Dexterity saving throws to avoid spells and effects that affect an area such as fireball or a dragon's breath.
Escape Through the Weave
6th-level Traveler's Soul feature
You can quickly teleport away from spells or abilities that target an area, possibly avoiding any ill effects. With some effort, you can even extend this protection to your allies.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may spend 3 sorcery points as a reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail. You may teleport up to 15 feet away after you use this ability.
If an ally you can see within 30 feet is subjected to such an effect, you may spend 5 sorcery points as a reaction to teleport to a space adjacent to them and grant them this same benefit. If the space you teleport to is also within the effect, you must also make the saving throw, but you both gain the benefit of this feature. You may teleport yourself and your target up to 15 feet away after you use this ability, though you must end your movement adjacent to each other.
Teleportation Savant
14th-level Traveler's Soul feature
Through trial and error, you have honed your teleportation skills. You gain the ability to cast Dimension Door without using a spell slot a number of times per long rest equal to your Charisma modifier. In addition, you double the range of any teleportation spell you cast.
See the Unseen
14th-level Traveler's Soul feature
You have become attuned to the planar barrier and are able to look through it to uncover things hidden to mortal eyes. You are under the constant effect of See Invisibility.
Teleportation Mastery
18th-level Traveler's Soul feature
Your mastery of the planar barrier is absolute. You gain access to Plane Shift, Teleport, and Gate. They do not count against your number of known spells. In addition, you may spend 10 Sorcery Points to cast any of these spells without expending a spell slot.
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Posted Jun 28, 2021Full disclosure: The version of this that I created for home use replaces two of the spells. The system wouldn't let me submit the class with the original spells, so I changed them. For the original build, replace Longstrider with Gift of Alacrity, and Passwall with Far Step.
I welcome any and all feedback on this! I'm trying to get better at designing homebrew material.