Sorcerer
Base Class: Sorcerer

You draw their power from an ancestor from beyond the stars, or exposure to cosmic rays or powerful dunamantic energies. As a Void Sorcerer you must decide how you first gained your powers. Perhaps one of your ancestors was an ancient being that traversed time and space? Or were you born during a geomagnetic storm caused by cosmic rays hitting the earth? Perhaps your powers are the side effects of the last time you played guinea pig for your master's new dunamancy spell? 

Starry-Eyed

Your eyes always seem to reflect a starry night sky. You can see normally in any lighting except for magical darkness.

Tear the Void

You may use your action to spend 2 sorcery points to rip open a hole in space, connecting it to the space between the stars until the beginning of your next turn. Choose one point you can see within 30 feet of you. Any creature that enters or starts its turn within 5 feet of the tear must make a strength saving throw against your spell save DC. Upon a failed save, the creature is pulled 10 feet towards the tear and is Restrained until the end of its next turn. If this movement would cause a creature to collide with another creature, both creatures take 1d10 Force damage. A creature can only take this damage once per round.

Additionally, treat all Graviturgy spells as if they were on the Sorcerer spell list.

Voidborn

At 6th level you adapt to better handle the intense void of space. You gain resistance to cold and fire damage. In addition, you no longer need to breathe and do not require air to speak or produce the vocal components of spells. Both still create sound that is clearly audible even in environments that do not have air, such as the ocean's depths or the void of space.

Relativity

When you reach level 6 your body has adapts further to handle the environment of the void. You may walk and stand upon any solid or liquid surface, even vertically or upside down. Additionally, unless you are a willing target, you are immune to spells that change the way gravity affects you; such as reverse gravity, or levitate.

Your ability to manipulate gravity prevents you from taking damage as a result of falling or intense environmental pressures.

Distort Space

Starting at 14th level,  you have learned to distort space and shorten the distance between you and your destination. Double your traveling pace and the traveling pace up to 10 creatures that are traveling with you. Additionally, whenever you move, you can choose to teleport that distance instead. You must be able to see this point to teleport there.

Reject Reality

Starting at 18th level, you can choose to reject moments in time from having occurred. When a creature you can see within 30 feet of you takes damage, you can use your reaction and spend 6 sorcery points to reduce the triggering damage to zero.  When a creature you can see within 30 feet of you gains one or more conditions, you can use your reaction and spend 6 sorcery points to prevent that creature from gaining any conditions until the end of the turn.

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