(As usual, and suggestions or amendments are welcome)
Updated Sorcerer Subclass: Plane walker (With suggestions included from below)
These characters are endowed with a natural magic for teleportation and plane shifting, both for themselves and others.
(Level 1) Teleportation Savant
The sorcerer can learn one bonus spell when you gain access to each spell circle (see the following list). This spells do not count against the number of spells known, but are cast with your normal spell slots.
Porting by inches and phasing makes you hard to hit. While you are not wearing armor or using a shield, your base Armor Class equals 10 + your Charisma modifier + your Proficiency Bonus. Dexterity is not included for this AC. This feature is activated by an action or reaction, and is otherwise inactive. This does not stack with other forms of 'Unarmored defence'.
(Level 6) Translocation Resistance.
The sorcerer now has resistance to others attempts to control their movement or position. This may include advantage on saving throws and ability checks to resist such attempts, or only moving half stated distances when no such defence is given. Furthermore, the character can not be forced to cross planar dimensions against their will.
(Level 14) Effortless Warp.
You can cast Misty Step or Vortex Warp without expending a spell slot. When you cast either spell this way, you can do so without providing any verbal or somatic components. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
(Level 18) Spatial Mastery
As a bonus action, you magically swap places with one creature or object within 120 feet of you that you can see. If the target is a creature, it must succeed on an Intelligence saving throw against your spell save DC to resist this effect. If it fails, or if the target is an object, you instantly swap positions. An object must be of size Large or smaller and not be worn or carried by a creature resisting the effect. This swap fails if either space is occupied or otherwise invalid. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Here's a breakdown of suggestions and amendments to refine and balance this teleportation-focused Sorcerer subclass, addressing potential power spikes, thematic consistency, and usability:
Core Issues to Address
Level 3 AC Feature: Overly powerful and clunky activation.
Level 6 Feature: Too broad; includes powerful non-movement spells.
Level 14 Feature: Underwhelming & narrow compared to other Sorc 14 features.
Capstone (18): Too limited (1/LR) and potentially frustrating (CHA save).
Spell List: Includes non-teleportation spells and questionable high-level picks.
Bonus spells always known, don't count against known limit. Pruned spell list.
3
Phase Instinct
Passive +CHA to AC when not wearing armor/shield. Scales with PB.
6
Unsettling Translocation
Disadvantage only on saves vs forced movement teleports.
14
Effortless Warp
Cast misty step or vortex warp at-will without components.
18
Spatial Mastery
Teleport Swap 1/Short Rest. Option to swap with objects/creatures freely.
Detailed Amendments & Reasoning
Level 1: Teleportation Savant (Amended)
Problem: Spell list includes non-teleportation spells (Dissonant Whispers, Banishment, Instant Summons, Etherealness, Plane Shift, Astral Projection, Gate). This dilutes the theme and makes the L6 feature problematic.
Problems: 1) Action/Reaction activation is terrible for a primary defense feature. 2) PB + CHA without Dex is extremely high AC, especially early (e.g., L3: 13+3+2 = 18 AC easily). 3) Doesn't stack with other Unarmored Defenses (good) but wording is messy.
Fix:Phase Instinct: While you are not wearing armor or using a shield, your base Armor Class equals 10 + your Charisma modifier + your Proficiency Bonus.
Reasoning: Makes it a passive, always-on feature like other Unarmored Defenses, but unique by using Prof Bonus instead of Dex. Scales appropriately (strong early, good late). Removes clunky activation. Still doesn't stack with Barb/Monk features. Matches power level of Draconic Resilience (+3 AC permanently).
Level 6: Unsettling Translocation (Amended)
Problem: Granting Disadvantage on saves for Banishment, Plane Shift, Scatter etc. is too strong and broad. It turns powerful control/debuffs into near-guarantees.
Fix: When a creature makes a saving throw against a spell you cast from your Teleportation Savant list that would force it to teleport or be magically moved against its will, it has disadvantage on the saving throw. (Applies to: Vortex Warp, Thunder Step (damage save unaffected), Scatter. Does NOT apply to: Misty Step (willing only), Dimension Door (willing only), Banishment, Plane Shift, Blink (no save), Far Step (no save), Teleport Circle (no save), Teleport (willing only), Gate (willing only), Demiplane (no save).)
Reasoning: Focuses the power boost on the core movement manipulation fantasy of the subclass, specifically when forcing unwilling movement. Removes abuse with high-level save-or-suck/banishment effects.
Level 14: Effortless Warp (Major Upgrade)
Problem:Misty Step at-will is fine, but very narrow and underwhelming for Sorcerer 14 (compare to Flight, Wings, etc.). Misty Step alone offers mobility but little else.
Fix: You can cast Misty Step or Vortex Warp without expending a spell slot. When you cast either spell this way, you can do so without providing any verbal or somatic components. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. Alternatively: You can cast Misty Step or Vortex Warp at will, without expending a spell slot or material components.
Reasoning: PB/LR (or At-Will) usage of two thematic spells provides vastly more utility and power. Vortex Warp adds ally repositioning/enemy dropping. Removing components adds subtlety and reliability (counterspell, grappled). Matches the power level of other Sorc 14 features.
Level 18: Spatial Mastery (Significant Buff)
Problems: 1) 1/LR is pitiful for a capstone. 2) CHA save is odd (INT/WIS/CHA saves are common for mental effects, not spatial ones). 3) "In possession of a creature" is vague. 4) Capstone should feel epic and frequently usable.
Fix:
Teleport Swap (Improved): As a bonus action, you magically swap places with one creature or object within 120 feet of you that you can see. If the target is a creature, it must succeed on an Intelligence saving throw against your spell save DC to resist this effect. If it fails, or if the target is an object, you instantly swap positions. An object must be of size Large or smaller and not be worn or carried by a creature resisting the effect. This swap fails if either space is occupied or otherwise invalid. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
OR (Simpler & Stronger): You can use Teleport Swap at will as a bonus action, but only targeting objects (size Large or smaller, not worn/carried) or willing creatures.
Reasoning: PB/LR makes it usable multiple times per day. Changing the save to Intelligence fits the "spatial manipulation" theme better than Charisma (which is force of personality). Clarifies object targeting. At-Will Object/Willing is simpler and encourages creative problem-solving. Both options make this a worthy capstone.
Summary of Key Improvements
Tighter Theme: Spell list focuses purely on mobility/teleportation.
Better Balance: Level 3 AC is strong but passive and scales appropriately. Level 6 feature is potent but no longer broken. Level 14 is now impactful. Capstone is worthy.
Improved Usability: Level 3 AC is always on. Level 14 offers choices and utility. Capstone is usable frequently.
Reduced Frustration: Level 6 doesn't ruin enemy saves on non-movement spells. Capstone save changed to INT, clarifying object use.
Enhanced Fantasy: At-will short-range teleports (Level 14), powerful forced movement (Level 6), and reality-bending swapping (Capstone) deliver the teleportation specialist fantasy.
This revised subclass should feel powerful, thematic, and fun to play without overshadowing others or breaking the game's balance. Good luck!
Hiya, and thanks for the feedback, and I do like your ability names. I do feel the need to defend or clarify a few of my choices though.
1) Plane walker is themed around teleportation, but that may also include aspects of yourself (eg, dissonant whispers) and teleporting others (eg, Banishment). In the case of Dissonant Whispers, I needed to find a teleport style spell (even if just teleport adjacent) for each spell circle. This felt the best fit. Also, 'Plane walker' should keep 'Plane shift'.
2) Phase Armor / Phase Instinct. We are in total agreement on the AC part. At no point did I suggest it was based on AC 13. Unarmored AC would be 10, then add PB and CHA mod. I would defend the activation part, because it feels like a spell effect. A barbarians unarmored defence is just because that's how tough they are all the time. A Plane Walker isn't going to be phasing while standing at a bar ordering a pint and a bowl of soup. Switching it on with an action or reaction seamed fair.
3) Unsettling Translocation. I agree with you there. Maybe part of me was trying to sneak that Dissonant Whispers under the table, heh heh. Okay, nerf that. Though, I do think Banishment should qualify, you're literally teleporting a being to a different plane.
4) Effortless Warp. No complaints there, good stuff.
5) I do like your first 'improved' Teleport Swap. I only picked CHA save, as it could be will power versus will power, but we can go with INT if you think that fits better. Mind you, I did lol at the thought of it being pitiful or not epic. What's not epic about flying/hovering over the edge of a cliff, and then teleport swapping with the Tarrasque, possibly onto the town below.
Rollback Post to RevisionRollBack
When faced with an issue, most people would rather be negative than find a solution.
These characters are endowed with a natural magic for teleportation and plane shifting, both for themselves and others.
(Level 1) Teleportation Savant
The sorcerer can learn one bonus spell when you gain access to each spell circle (see the following list). This spells do not count against the number of spells known, but are cast with your normal spell slots.
Porting by inches and phasing makes you hard to hit. While you are not wearing armor or using a shield, your base Armor Class equals 10 + your Charisma modifier + your Proficiency Bonus. Dexterity is not included for this AC. This feature is activated by an action or reaction, and is otherwise inactive. This does not stack with other forms of 'Unarmored defence'.
(Level 6) Translocation Resistance.
The sorcerer now has resistance to others attempts to control their movement or position. This may include advantage on saving throws and ability checks to resist such attempts, or only moving half stated distances when no such defence is given. Furthermore, the character can not be forced to cross planar dimensions against their will.
(Level 14) Effortless Warp.
You can cast Misty Step or Vortex Warp without expending a spell slot. When you cast either spell this way, you can do so without providing any verbal or somatic components. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
(Level 18) Spatial Mastery
As a bonus action, you magically swap places with one creature or object within 120 feet of you that you can see. If the target is a creature, it must succeed on an Intelligence saving throw against your spell save DC to resist this effect. If it fails, or if the target is an object, you instantly swap positions. An object must be of size Large or smaller and not be worn or carried by a creature resisting the effect. This swap fails if either space is occupied or otherwise invalid. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Bonus Spell List. - All bonus spell lists are either 2 spells per spell level or 1 spell per spell level, you could try to be consistent with this, (sometimes with a bonus cantrip)
Phase Armour - This seems to be a misnomer, armour is something that is static and always on but you want more of.a reaction-based feature.
Fix 1: Phasing Armour - while unarmoured your AC = 10 + DEX + CHA -> Remember Sorcerer gets Shield so their baseline AC is meant to be ~15. (I don't think this is really what you want though).
Fix 2: Phasing Dodge - When you are hit by an attack, you can use your reaction to release your planar energy and flicker in space, the triggering attack has disadvantage and if it still hits you, you are resistant to all the damage of that attack. You can use this feature a number of times equal to your Charisma modifier, you regain all uses when you finish a long rest.
6th level feature - This is both boring (just a passive buff) and over powered, enemies having DA against so many powerful spells is brokenly powerful
Fix 1: Twist the Planes: When you apply a metamagic effect on one of your Plane Walker's spells, the cost of that metamagic is reduced by 1 sorcery point.
Fix 2: Instinctive Casting: You can cast your Plane Walker's spells using sorcery points rather than spell slots, each spell costs a number of sorcery points equal to it's circle level.
Fix 3: Distant Stride: When you cast a spell that causes you or another creature to teleport to a new location, the maximum distance the target(s) can be teleported is doubled.
14th level - This is fine, but not very interesting - remember casting Misty Step still bars the sorcerer from casting another spell that round, so I'm not sure this is really that great.
18th level - This is flavourful sure, but what is it doing that Vortex Warp doesn't already do?
Spatial Dislocation: When you take damage, you can immediately teleport up to 30 ft (no action required).
Sorcerer Subclass
Plane Walker
(As usual, and suggestions or amendments are welcome)
Updated Sorcerer Subclass: Plane walker (With suggestions included from below)
These characters are endowed with a natural magic for teleportation and plane shifting, both for themselves and others.
(Level 1) Teleportation Savant
The sorcerer can learn one bonus spell when you gain access to each spell circle (see the following list). This spells do not count against the number of spells known, but are cast with your normal spell slots.
C) Message
1) Dissonant Whispers, Expeditious retreat.
2) Misty Step, Vortex Warp
3) Thunder Step, Blink, Haste
4) Dimension Door, Banishment, Freedom of Movement
5) Far Step, Teleportation Circle, Steel Wind Strike
6) Instant Summons, Arcane Gate, Scatter
7) Etherealness, Plane Shift, Teleport
8) Demiplane
9) Astral Projection, Gate
(Level 3) Phase Instinct.
Porting by inches and phasing makes you hard to hit. While you are not wearing armor or using a shield, your base Armor Class equals 10 + your Charisma modifier + your Proficiency Bonus. Dexterity is not included for this AC. This feature is activated by an action or reaction, and is otherwise inactive. This does not stack with other forms of 'Unarmored defence'.
(Level 6) Translocation Resistance.
The sorcerer now has resistance to others attempts to control their movement or position. This may include advantage on saving throws and ability checks to resist such attempts, or only moving half stated distances when no such defence is given. Furthermore, the character can not be forced to cross planar dimensions against their will.
(Level 14) Effortless Warp.
You can cast Misty Step or Vortex Warp without expending a spell slot. When you cast either spell this way, you can do so without providing any verbal or somatic components. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
(Level 18) Spatial Mastery
As a bonus action, you magically swap places with one creature or object within 120 feet of you that you can see. If the target is a creature, it must succeed on an Intelligence saving throw against your spell save DC to resist this effect. If it fails, or if the target is an object, you instantly swap positions. An object must be of size Large or smaller and not be worn or carried by a creature resisting the effect. This swap fails if either space is occupied or otherwise invalid. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
When faced with an issue, most people would rather be negative than find a solution.
Here's a breakdown of suggestions and amendments to refine and balance this teleportation-focused Sorcerer subclass, addressing potential power spikes, thematic consistency, and usability:
Core Issues to Address
Level 3 AC Feature: Overly powerful and clunky activation.
Level 6 Feature: Too broad; includes powerful non-movement spells.
Level 14 Feature: Underwhelming & narrow compared to other Sorc 14 features.
Capstone (18): Too limited (1/LR) and potentially frustrating (CHA save).
Spell List: Includes non-teleportation spells and questionable high-level picks.
Ribbon/Utility: Lacks non-combat teleportation flair.
Revised Subclass Structure:
Detailed Amendments & Reasoning
Level 1: Teleportation Savant (Amended)
Problem: Spell list includes non-teleportation spells (Dissonant Whispers, Banishment, Instant Summons, Etherealness, Plane Shift, Astral Projection, Gate). This dilutes the theme and makes the L6 feature problematic.
Fix: Prune & Refocus the List:
Cantrip: Keep Message (flavorful) OR add Booming Blade (teleport-adjacent "sticky" effect).
1st: Expeditious Retreat (Bonus Action movement) OR Feather Fall (saving falls) > Dissonant Whispers.
2nd: Misty Step, Vortex Warp (Perfect).
3rd: Thunder Step, Blink (Perfect). Haste (Bonus Action speed) is thematic alternative.
4th: Dimension Door, Freedom of Movement (anti-restraint) OR Summon Aberration (Slaad) > Banishment.
5th: Far Step, Teleportation Circle (Perfect). Steel Wind Strike (martial teleport) is thematic alternative.
6th: Scatter (Perfect). Arcane Gate (OK). Remove Instant Summons.
7th: Teleport (Perfect). Remove Etherealness, Plane Shift (not core teleports).
8th: Demiplane (OK, niche).
9th: Gate (Perfect teleport). Remove Astral Projection.
Reasoning: Strict focus on spells that move creatures/objects or grant significant mobility. Removes save-or-suck spells that abused L6.
Level 3: Phase Armor → Phase Instinct (Major Rework)
Problems: 1) Action/Reaction activation is terrible for a primary defense feature. 2) PB + CHA without Dex is extremely high AC, especially early (e.g., L3: 13+3+2 = 18 AC easily). 3) Doesn't stack with other Unarmored Defenses (good) but wording is messy.
Fix: Phase Instinct: While you are not wearing armor or using a shield, your base Armor Class equals 10 + your Charisma modifier + your Proficiency Bonus.
Reasoning: Makes it a passive, always-on feature like other Unarmored Defenses, but unique by using Prof Bonus instead of Dex. Scales appropriately (strong early, good late). Removes clunky activation. Still doesn't stack with Barb/Monk features. Matches power level of Draconic Resilience (+3 AC permanently).
Level 6: Unsettling Translocation (Amended)
Problem: Granting Disadvantage on saves for Banishment, Plane Shift, Scatter etc. is too strong and broad. It turns powerful control/debuffs into near-guarantees.
Fix: When a creature makes a saving throw against a spell you cast from your Teleportation Savant list that would force it to teleport or be magically moved against its will, it has disadvantage on the saving throw. (Applies to: Vortex Warp, Thunder Step (damage save unaffected), Scatter. Does NOT apply to: Misty Step (willing only), Dimension Door (willing only), Banishment, Plane Shift, Blink (no save), Far Step (no save), Teleport Circle (no save), Teleport (willing only), Gate (willing only), Demiplane (no save).)
Reasoning: Focuses the power boost on the core movement manipulation fantasy of the subclass, specifically when forcing unwilling movement. Removes abuse with high-level save-or-suck/banishment effects.
Level 14: Effortless Warp (Major Upgrade)
Problem: Misty Step at-will is fine, but very narrow and underwhelming for Sorcerer 14 (compare to Flight, Wings, etc.). Misty Step alone offers mobility but little else.
Fix: You can cast Misty Step or Vortex Warp without expending a spell slot. When you cast either spell this way, you can do so without providing any verbal or somatic components. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. Alternatively: You can cast Misty Step or Vortex Warp at will, without expending a spell slot or material components.
Reasoning: PB/LR (or At-Will) usage of two thematic spells provides vastly more utility and power. Vortex Warp adds ally repositioning/enemy dropping. Removing components adds subtlety and reliability (counterspell, grappled). Matches the power level of other Sorc 14 features.
Level 18: Spatial Mastery (Significant Buff)
Problems: 1) 1/LR is pitiful for a capstone. 2) CHA save is odd (INT/WIS/CHA saves are common for mental effects, not spatial ones). 3) "In possession of a creature" is vague. 4) Capstone should feel epic and frequently usable.
Fix:
Teleport Swap (Improved): As a bonus action, you magically swap places with one creature or object within 120 feet of you that you can see. If the target is a creature, it must succeed on an Intelligence saving throw against your spell save DC to resist this effect. If it fails, or if the target is an object, you instantly swap positions. An object must be of size Large or smaller and not be worn or carried by a creature resisting the effect. This swap fails if either space is occupied or otherwise invalid. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
OR (Simpler & Stronger): You can use Teleport Swap at will as a bonus action, but only targeting objects (size Large or smaller, not worn/carried) or willing creatures.
Reasoning: PB/LR makes it usable multiple times per day. Changing the save to Intelligence fits the "spatial manipulation" theme better than Charisma (which is force of personality). Clarifies object targeting. At-Will Object/Willing is simpler and encourages creative problem-solving. Both options make this a worthy capstone.
Summary of Key Improvements
Tighter Theme: Spell list focuses purely on mobility/teleportation.
Better Balance: Level 3 AC is strong but passive and scales appropriately. Level 6 feature is potent but no longer broken. Level 14 is now impactful. Capstone is worthy.
Improved Usability: Level 3 AC is always on. Level 14 offers choices and utility. Capstone is usable frequently.
Reduced Frustration: Level 6 doesn't ruin enemy saves on non-movement spells. Capstone save changed to INT, clarifying object use.
Enhanced Fantasy: At-will short-range teleports (Level 14), powerful forced movement (Level 6), and reality-bending swapping (Capstone) deliver the teleportation specialist fantasy.
This revised subclass should feel powerful, thematic, and fun to play without overshadowing others or breaking the game's balance. Good luck!
Hiya, and thanks for the feedback, and I do like your ability names. I do feel the need to defend or clarify a few of my choices though.
1) Plane walker is themed around teleportation, but that may also include aspects of yourself (eg, dissonant whispers) and teleporting others (eg, Banishment). In the case of Dissonant Whispers, I needed to find a teleport style spell (even if just teleport adjacent) for each spell circle. This felt the best fit. Also, 'Plane walker' should keep 'Plane shift'.
2) Phase Armor / Phase Instinct. We are in total agreement on the AC part. At no point did I suggest it was based on AC 13. Unarmored AC would be 10, then add PB and CHA mod. I would defend the activation part, because it feels like a spell effect. A barbarians unarmored defence is just because that's how tough they are all the time. A Plane Walker isn't going to be phasing while standing at a bar ordering a pint and a bowl of soup. Switching it on with an action or reaction seamed fair.
3) Unsettling Translocation. I agree with you there. Maybe part of me was trying to sneak that Dissonant Whispers under the table, heh heh. Okay, nerf that. Though, I do think Banishment should qualify, you're literally teleporting a being to a different plane.
4) Effortless Warp. No complaints there, good stuff.
5) I do like your first 'improved' Teleport Swap. I only picked CHA save, as it could be will power versus will power, but we can go with INT if you think that fits better. Mind you, I did lol at the thought of it being pitiful or not epic. What's not epic about flying/hovering over the edge of a cliff, and then teleport swapping with the Tarrasque, possibly onto the town below.
When faced with an issue, most people would rather be negative than find a solution.
Updated Sorcerer Subclass: Plane walker
These characters are endowed with a natural magic for teleportation and plane shifting, both for themselves and others.
(Level 1) Teleportation Savant
The sorcerer can learn one bonus spell when you gain access to each spell circle (see the following list). This spells do not count against the number of spells known, but are cast with your normal spell slots.
C) Message
1) Dissonant Whispers, Expeditious retreat.
2) Misty Step, Vortex Warp
3) Thunder Step, Blink, Haste
4) Dimension Door, Banishment, Freedom of Movement
5) Far Step, Teleportation Circle, Steel Wind Strike
6) Instant Summons, Arcane Gate, Scatter
7) Etherealness, Plane Shift, Teleport
8) Demiplane
9) Astral Projection, Gate
(Level 3) Phase Instinct.
Porting by inches and phasing makes you hard to hit. While you are not wearing armor or using a shield, your base Armor Class equals 10 + your Charisma modifier + your Proficiency Bonus. Dexterity is not included for this AC. This feature is activated by an action or reaction, and is otherwise inactive. This does not stack with other forms of 'Unarmored defence'.
(Level 6) Translocation Resistance.
The sorcerer now has resistance to others attempts to control their movement or position. This may include advantage on saving throws and ability checks to resist such attempts, or only moving half stated distances when no such defence is given. Furthermore, the character can not be forced to cross planar dimensions against their will.
(Level 14) Effortless Warp.
You can cast Misty Step or Vortex Warp without expending a spell slot. When you cast either spell this way, you can do so without providing any verbal or somatic components. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
(Level 18) Spatial Mastery
As a bonus action, you magically swap places with one creature or object within 120 feet of you that you can see. If the target is a creature, it must succeed on an Intelligence saving throw against your spell save DC to resist this effect. If it fails, or if the target is an object, you instantly swap positions. An object must be of size Large or smaller and not be worn or carried by a creature resisting the effect. This swap fails if either space is occupied or otherwise invalid. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
When faced with an issue, most people would rather be negative than find a solution.
Some points to consider:
Bonus Spell List. - All bonus spell lists are either 2 spells per spell level or 1 spell per spell level, you could try to be consistent with this, (sometimes with a bonus cantrip)
C) Message
1) Dissonant Whispers, Expeditious Retreat
2) Misty Step, Vortex Warp
3) Thunder Step, Blink
4) Dimension Door, Banishment
5) Far Step, Teleportation Circle
6) Instant Summons, Arcane Gate
7) Etherealness, Plane Shift
8) Demiplane, Maze
9) Astral Projection, Gate
Phase Armour - This seems to be a misnomer, armour is something that is static and always on but you want more of.a reaction-based feature.
Fix 1: Phasing Armour - while unarmoured your AC = 10 + DEX + CHA -> Remember Sorcerer gets Shield so their baseline AC is meant to be ~15. (I don't think this is really what you want though).
Fix 2: Phasing Dodge - When you are hit by an attack, you can use your reaction to release your planar energy and flicker in space, the triggering attack has disadvantage and if it still hits you, you are resistant to all the damage of that attack. You can use this feature a number of times equal to your Charisma modifier, you regain all uses when you finish a long rest.
6th level feature - This is both boring (just a passive buff) and over powered, enemies having DA against so many powerful spells is brokenly powerful
Fix 1: Twist the Planes: When you apply a metamagic effect on one of your Plane Walker's spells, the cost of that metamagic is reduced by 1 sorcery point.
Fix 2: Instinctive Casting: You can cast your Plane Walker's spells using sorcery points rather than spell slots, each spell costs a number of sorcery points equal to it's circle level.
Fix 3: Distant Stride: When you cast a spell that causes you or another creature to teleport to a new location, the maximum distance the target(s) can be teleported is doubled.
Fix 4: GuyrixSterling's Translocation Resistance.
14th level - This is fine, but not very interesting - remember casting Misty Step still bars the sorcerer from casting another spell that round, so I'm not sure this is really that great.
18th level - This is flavourful sure, but what is it doing that Vortex Warp doesn't already do?
Spatial Dislocation: When you take damage, you can immediately teleport up to 30 ft (no action required).
Hiya Agilemind. Just so you are aware, alot of this is already covered, and has been updated in my previous post.
I will add here though, the bonus spell list is there so the player knows what the options are. You only get 1 per spell circle.
When faced with an issue, most people would rather be negative than find a solution.