Sorcerer
Base Class: Sorcerer

A Plane Walker may travel to at least one of the inner, outer, and transitive planes. Their ability to do so drains them of spirit and energy, requiring frequent rests between trips. When stressed by sickness, fear, exhaustion, poison, drugs, or alcohol they often appear as flashing with static, and have a hard time communicating audibly. Luckily though most Plane Walkers attune to telepathic speech early in age. During battle Plane Walkers focus their abilities deftly to overcome logistical obstacles for most mortals. Often Plane Walkers will be immediately weakened and exhausted after conflict, and will demand to rest.

Few attain the knowledge of the dimensions beyond the mortal realms. Fewer ever travel to one in a single lifetime. Those that do represent a lineage of magic users that hunger for tasting the unknowable. Often pulled first through the astral plane in a dream, the transitive path of possibility creeps open. Some of virtue are invited cautiously by the beings that inhabit the outer planes. Others are driven insane trying ascend over a lifetime, only to be the play thing of a fiend or demon. Your birth may align with a path that leads you to any dimensional door (such as the elemental genasi, radiant aasamir, or demonic tiefling). Each Plane Walker has access to a minimum of a single inner, outer, or transitive plane. Though they don't always have absolute control of when and where they go, after years of practice they are able to hone this skill to their advantage. A Plane Walker may travel between any plane they've previously visited until they are banished from that plane. Finding new paths to new planes is a life long quest for most Plane Walkers.

A Plane Walker, with a natural magnetism, is seen as a threat by other magic users. As an outsider who commands dimensional power, a Plane Walker can seem to bend the perception of reality to many. A sorcerer may call itself a Plane Walker after visiting at least a single plane beyond the mortal plane, but that does not open all planes to their personal disposal. In some cultures, those who can claim the power of a Plane Walker may be hunted by those jealous of their abilities. In these lands, literal witch hunts erupt to capture and use the Plane Walker as a political tool, weapon, or pawn. But their power is not unlimited, and is often very taxing on the sorcerer requiring multiple rests per day. Mage hunters often track Plane Walkers over great distances hoping to catch them tired or near exhaustion to take advantage of their otherwise frail capabilities. 

Dimensional Adaptations

At the 1st level of this class you may travel up to three different planes. One transitive plane you visit while you dream (either astral or ethereal). One outer plane based on your alignment. One inner plane of a spell type you know. If you are banished by another being from that plane, you may not return while you remain banished.

You reach across dimensions by communicating to a person/creature by thought. Starting at first level, you are able to speak through telepathy.

Entropic Shroud

Starting at 1st level, you have an entropic shroud that provides a feint trail of where you were a moment before fading out of sight as you move. You gain an armor class bonus of AC 13 + Charisma Modifier as this makes yourself slightly harder hit. The effect is disrupted if you chose to wear medium or heavy armor.

While concentrating you are able to extend your shroud to you teammates to obscure your movement (armor bonus does not apply to others). When you reach 3rd level in this class, you learn the Pass without Trace spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot.

Transitive Gaze

Flashing between multiple dimensions (ethereal, astral) allows you to see through magical and non-magical darkness. Starting at level 6 you are able to focus your gaze through these dimensions to gain truesight within 120 feet.

Dimensional Readiness

When you reach 6th level in this class; you learn the spells counterspell and haste, which doesn’t count against your number of sorcerer spells known. If you spend 4 sorcery points you may cast these spells as a reaction or bonus action once per short rest respectively.

Additionally at the 6th level of this class you may travel to four different planes.

Planar Shift

As a bonus action you may step through another dimension and back within 120 feet of your original location in any unoccupied space. You gain immunity to the hazards of the plane you are traveling through, but only retain resistance to that damage type for a single turn upon return. For example traveling through an inner plane would provide an elemental damage resistance for a single turn. Though the ethereal plane only provides protection from physical attacks upon return.

PLANE

DAMAGE RESISTANCE TYPE

Inner: Air

Lightning, Thunder

Inner: Earth

Acid, Force

Inner: Fire

Fire

Inner: Water

Cold

Outer: Upper

Radiant

Outer: Lower

Necrotic

Transitive: Ethereal

Piercing, Bludgeoning, Slashing

Transitive: Astral

Psychic

 Additionally at the 14th level of this class you may travel up to five different planes.

Time Lord

Starting at 18th level, you can spend 6 sorcery points as a bonus action to cast Time Stop once per long rest.

Additionally at the 18th level of this class you may travel to any plane (unless you remain banished from it by a being of higher power).

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