Sorcerer
Base Class: Sorcerer

Your innate magic comes from harnessing the raw nature of the surrounding transitional and inner planes. Your bloodline is that of those select few that dared to walk between the worlds in search of knowledge and power. These discoveries have altered and developed your lineage’s minds quite differently than those of your average race; unlocking the ability to sense openings, bends, and tears in the fabrics that part the worlds, giving you the capability to peer and tread onto other planes, although briefly, at will.

Planar Leap

When you choose this origin at 1st level, you can step through dimensions to cover large distances. You may teleport yourself up to your total movement in any direction. You may move and teleport in any order, so long as you have remaining movement to do so, but can only leap once during a turn. You may use this ability several times equal to 2 plus your sorcerer level per day, and regain expended leaps after completing a long rest.  

Planar Magnetism

Starting at 1st level when using the Planar Leap feature, you roll a d8. Each side of the dice is associated with a certain plane, and upon entering the plane you may choose to bring back an otherworldly effect from the plane you leapt through as an action on your turn once per day.

At 2nd level, you learn to harness your planar magic. By spending 1 sorcery point each time you leap, you magnetize to a plane and bring back an effect which lasts until the end of your next turn. The DC is equal to your spellcasting DC.

Astral Plane - Psychic Wind. All creatures within a 10-foot radius around you must succeed on an Intelligence saving throw or be stunned for one round until the end of your next turn.

Ethereal Plane – Fleeting Sight. You become ethereal and all attacks or spells land with disadvantage against you until the end of your next turn.

Feywild – Pixie Quick. You gain a +2 bonus to you AC and have advantage on Dexterity saving throws until the end of your next turn.

Shadowfell – Corrupted Spell. Any damage spell you cast before the end of your next turn gains an additional 1d6 necrotic damage dice with its casting.

Elemental Plane of Air – Blasting Impulse. You reappear with a gusting wind centered around you. All creatures are pushed back 10 feet on a failed strength saving throw.

Elemental Plane of Earth – Power Landing. You land in a space with powerful force. All creatures in a 10-foot radius are knocked prone upon a failed dexterity saving throw, and the area around you is considered difficult terrain until the end of your next turn.

Elemental Plane of Fire – Heatstroke. A wearing heat wave blows in a 10-foot radius around you. All creatures in the area suffer 1 level of exhaustion upon a failed constitution saving throw that causes disadvantage on ability checks and attack rolls. This effect lasts until the end of your next turn.

Elemental Plane of Water – Healing Font. A refreshing glow is centered around you in a 10-foot radius. All allies in the area gain 2d4+ your spellcasting modifier worth of temporary hit points until the end of your next turn.

 

Planeswalker

Starting at 6th level, you unlock the ability to pinpoint the exact location to certain planes through dimensional leaping. Choose 2 planes from the list above. You may now choose to Planar Leap into one of those planes without a blind d8 roll. You learn to pinpoint another plane’s dimensional doorway at 11th and 16th level respectfully, to a maximum of 4 planes known.

Astral Plane

You can leap through to the Astral Plane at will.

Elemental Plane of Air

You can leap through to the Elemental Plane of Air at will.

Elemental Plane of Earth

You can leap through to the Elemental Plane of Earth at will. 

Elemental Plane of Fire

You can leap through to the Elemental Plane of Fire at will.

Elemental Plane of Water

You can leap through to the Elemental Plane of Water at will.

Ethereal Plane

You can leap through to the Ethereal Plane at will.

Feywild

You can leap through to the Feywild at will.

Shadowfell

You can leap through to the Shadowfell at will.

Planar Mastery

Upon entering 14th level, you are now able to leap through a plane and remain magnetized to it for a duration of concentration up to 1 minute, and its area of effect is extended to a 30-foot radius. As a bonus action on your turn, you may spend an additional sorcery point every turn to maintain concentration on the planar effect. Additionally, you may also choose which creatures may be affected by these effects. While concentrating on a plane, the effects of the plane is altered in the following ways:

Astral Plane – Psychic Storm. All creatures within a 30-foot radius around you must succeed on an Intelligence saving throw or be stunned. The creature is allowed a new save every round, or remain suspended by the Planar Mage until concentration ends.

Ethereal Plane – Haze. All allies within a 30-foot radius around you may benefit from the blur effect and become ethereal for as long as you manitain consecration. All attacks and spells land with disadvantage against you and your allies.

Feywild – Fey Image. You become invisible after leaping and an illusory double of yourself appears in your space. You can maintain invisibility on yourself as long as you can hold concentration on the effect. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can also cast a spell as if cast by your double, upon which the double disappears after the casting. You lose the ability to remain invisible if you cast another spell or take the attack action on your turn.

Shadowfell – Besmirching Spell. Any damage spell you cast gains an additional 1d6 necrotic damage with its casting. Upon maintaining concentration, the necrotic damage increases by 1d6 every turn, becoming 2d6 on a second concentration, 3d6 on a third, etc.

Elemental Plane of Air – Continual Impulse. You reappear with a gusting wind centered around you. All creatures are pushed back 30 feet on a failed strength saving throw, and are unable to get close to you until the end of your next turn. While concentrating on this effect you may produce another impulse as a reaction anytime during the round.

Elemental Plane of Earth – Swelling Earth. You land in a space with powerful force. All creatures in a 30-foot radius are knocked prone upon a failed dexterity saving throw, and the area around you is considered difficult terrain until the end of your concentration.

Elemental Plane of Fire – Sunstroke. 
A wearing heat wave blows in a 30-foot radius around you. All creatures of your choice in the area suffer 1 level of exhaustion upon a failed constitution saving throw. While maintaining concentration on this effect, all creatures in the  area must make more constitution saving throws  or suffer another level of exhaustion. The DC for this effect decreases by 1 to a maximum of - 6 until either they save or death takes them. Even if a creature successfully saves against a level of exhaustion past the initial save, they remain in  that state until they save again and decrease the  effect, or until concentration on the effect ends.

Elemental Plane of Water – Healing Fountain. A rejuvenating glow is centered around you in a 30-foot radius. All allies in the area gain 2d4+ your spellcasting modifier worth of temporary hit points until the end of your next turn. If this effect is maintained through concentration, the temporary hit points increase by your spellcasting modifier on each round.

Planar Cannonade

Beginning at 18th level, you have complete knowledge and understanding of your affinity to the planes, and have the capability to tap into the innate, raw nature of your planar magic. As an action on your turn, you may align up to 3 different dimensional doorways to other planes that you know and leap through them. While expending 1 sorcery point per alignment, you may choose to magnetize to the effect of each plane. These effects now transpire simultaneously on your turn, and continue upon your concentration of it with expending of a sorcery point; all qualities of the Planar Mastery feature apply during concentration.

While concentrating on more than 1 effect, the Planar Mage must succeed on a constitution saving throw or become exhausted every round. If all 6 levels of exhaustion befall the caster, the raw nature of the magic splits your body between all 3 planes, instantly killing you.

Alternatively, anytime during your turn, you may choose to end the effects of any or all magnetized planes with a powerful force, blowing everything around you up to a 30-foot radius. The damage is equal to 5d6 force damage, and 5d6 typed damage based on the plane associated with it: psychic for the Astral Plane, radiant for the Ethereal Plane, untyped for the Feywild, necrotic for the Shadowfell, lightening for the Elemental Plane of Air, acid for the Elemental Plane of Earth, fire for the Elemental Plane of Fire, and cold for the elemental Plane of Water. Due to the spontaneity of this alternative affect, the Planar Mage may not be able to choose whom is affected by the blast.

Previous Versions

Name Date Modified Views Adds Version Actions
7/13/2021 10:33:54 PM
1
2
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes