Sorcerer
Base Class: Sorcerer

The twisting and everchanging realm of the
astral plane is a mystery to most. Monks
devote their lives to mastering use of soul as
well as body, but for you it comes just a bit
more naturally. Perhaps your lineage can be
traced back to a denizen of this cosmic realm,
or perhaps you were granted the gift of soul
exertion by an inexplicable rift in the fabric of time and space.
Astral Iris sorcerers find themselves able to use the force
of their soul to fuel their spellcasting to a higher degree, are
able to resist alien offenses against the psyche, and have an
innate, minor domination of space, time, and the spirit
within.
Astral

Transcendent Echo

Mastering the full potential of your astral blood, you learn
how to awaken your Astral Echo to its fullest extent. At 14th
level, you may choose to awaken your Astral Echo when you
summon it, or as a bonus action with it already summoned.
For one minute, your echo becomes semi-animate. To do so,
you must spend 5 sorcery points.
Your Echo rolls its own initiative, using your initiative
bonus. It cannot move on its own, but moving it as a bonus
action on your turn now allows it to up to your speed. On
each of its turns, you may have it cast any spell from your
spell list, which still consumes the corresponding spell slot.
Additionally, in this fashion you may have two persisting
concentration spells. If you are concentrating on two spells,
however, you must make a constitution saving throw at the
end of each of your turns with a DC equal to 10+both spells’
levels. If you fail, both spells are dropped.
As long as your Echo persists in this state, you regain 1
Sorcery Point at the start of each of your turns. This cannot
bring your current points above your maximum.

Retreat into the Stars

The astral power within you has fully awoken, and traversing
the veil is akin to stepping through an open doorway. At 18th
level, you learn the spell Astral Projection. This spell counts
as a sorcer spell for you, but does not count against the spells
you know.
Once per day, you may cast this spell instantly and without
spending a spell slot. When you cast the spell in this way, you
may not bring any other creatures with you.
Additionally, while in the Astral Plane, you may control
your Astral Echo even if it remains on a different plane of
existance. You may see through your echo's senses, and may
use your Transcendent Echo feature at any time so long as
you have the necessiary Sorcery Points.

Astral Echo

Drawing on the force of your soul, you learn how to manifest
it to safeguard your body. At 1st level, you may use a bonus
action to anchor down an Astral Echo of your soul for one
minute. The Echo resembles your own form in a translucent,
meditative state which hovers above the ground. The Echo
cannot move on its own, but as a bonus action on each of
your turns you may move it up to 15 feet, or to swap places
with its current point. The echo is intangible and thus cannot
be targeted by attacks, cannot interact with the physical
world (though it may not pass through solid matter), and is
immune to all damage unless redirected from you. As a
reaction from taking damage from any source, you may swap
places with your Echo, causing it to take all the damage
instead. If your echo is destroyed by this damage, any
remaining damage is transferred to you.
Your astral echo has hitpoints equal to your charisma
modifier times your sorcerer level. Whenever you cast a spell
of 1st level or higher, it regains hitpoints equal to 1d8 per
level of the spell cast.
Your echo remains for 1 minute, until it is destroyed, you
fall unconcious, or until you dismiss it (no action required).
You may use this feature a number of times equal to your
proficiency bonus, and regain all uses at the end of a long
rest.

Manipulate the Flow

The ever-changing ebb and flow of the power within you gives
you some mastery over the flow of time around you. At 6th
level, gain access to the Haste and Slow spells. These spells
do not count against the number of sorcerer spells you know.
You may cast one, but not both, of these spells at 3rd level
without spending a spell slot once per long rest.

Psyche Aegis

As the astral influence within grows more potent, you begin
to resist the darker forces hidden among the cosmic plane. At
6th level, gain resistance to psychic damage. At 13th level, you
gain immunity to psychic damage.

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