Sorcerer
Base Class: Sorcerer

You are descended not from an ancient explorer, not originated from an ancient deal your ancestors made, but instead one of the many planes of existence that make up the planarverse of the world. You were created after one of the planes got too powerful and in an attempt of balance, created a vessel for that power, because of this you are the epitome of magic from that plane. Perhaps you’re defended from the feywilds and now walk across the world defending nature, or maybe the 9 hells of baator and now seek to keep your fiendish heritage away from the world. 

Planar Heritage

Starting at 1st level, you choose one of the following Planar Ancestry tables to learn additional spells when you reach certain levels in this class, as shown on the Planar Heritage ancestry table of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an transmutation spell from the sorcerer, warlock, or wizard spell list.

Planar Ancestry:

Lawful plane spells

SORCERER  LEVEL SPELLS
1st command, feather fall
3rd detect thoughts, locate object
5th counterspell, intellect fortress 
7th Divination, staggering smite
9th

dominate person, hold monster

 

Chaotic plane spells

SORCERER  LEVEL SPELLS
1st command, chaos bolt
3rd blindness/deafness, crown of madness
5th Haste, blink 
7th Divination, polymorph
9th

dominate person, destructive wave

 

Good plane spells

SORCERER  LEVEL SPELLS
1st heroism, detect evil and good
3rd prayer of healing, lesser restoration
5th aura of vitality, beacon of hope 
7th Divination, Mordenkainen’s faithful hound
9th

commune, dispel evil and good

 

Evil plane spells

SORCERER  LEVEL SPELLS
1st detect evil and good, hellish rebuke
3rd crown of madness, enthrall
5th summon undead, vampiric touch 
7th Divination, blight
9th

Danse Macabre, dispel evil and good

 

Elemental planes spells

SORCERER  LEVEL SPELLS
1st absorb elements, burning hands
3rd dust devil, gust of wind
5th call lightning, fireball 
7th Divination, elemental bane
9th

maelstrom, cone of cold


 Feywild spells

SORCERER  LEVEL SPELLS
1st charm person, faerie fire
3rd invisibility, misty step
5th daylight, major image 
7th Divination, greater invisibility
9th

dawn, conjure volley 


Shadowfell Spells
 

SORCERER  LEVEL SPELLS
1st bane, cause fear
3rd cloud of daggers, knock
5th animate dead, darkness 
7th Divination, fear
9th

death ward, shadow of moil

 

 

 

Otherworldly Shroud

Due to your otherworldly heritage, at 1st level your able to create a shroud of mystical energy from the very planes themselves. Once you finish a short or long rest, choose either one damage type(fire,cold,lightning,etc.) or one status effect(charmed, prone, grappled, etc.). Until you take another short rest you are resistant to the damage type or immune to the status effect.

Once you reach 6th level, you choose both one damage resistance and one condition immunity.

Planar alignment

Starting at 6th level, 

When you cast a spell that does damage at a creature who’s alignment has part of your of your planar Ancestry(elemental planes count as neutral, feywilds count as chaotic, and shadowfell counts as evil) within it, you can choose to charm or frighten the creature, they must make a charisma saving throw equal to your spell save dc or be effected, the charm or frighten lasts for 10 minutes or until the creature takes damage or is healed for any amount of hit points above 1.

You can use this feature one per short or long rest for free, and afterwards you can use it by expending 3 sorcery points.

Dimensional Current

At 14th level, By using your link to a plane of existence, you are able to open small holes in reality and run through them. As an action you can expend 4 sorcery points open up a dimensional current, this current can go up to 60ft. away and creates two wormholes that peer into another plane of existence. You can use your movement to walk through the current where you immediately appear in the other wormhole. The current lasts until the end of your next turn or if you maintain it with the use of 4 sorcery points each turn.

Extraplanar traveler

Beginning at 18th level, With your planar blood being fully and completely matured, you are able to traverse across the planes. You gain access to the spell plane shift if not already chosen, this spell doesn’t count against the number of spells known. You are able to expend 7 sorcery points to cast it without a spell slot, or using 4 if you are going to your plane of heritage. Additionally you can cast this spell without need for material components. 

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