Sorcerer
Base Class: Sorcerer

A chance encounter with the astral sea has awakened powerful magic within you and opened your mind to psychic power that can amplify those magics. Your new found powers can even warp the area around you unleashing powerful effects and hindering those that threaten you.

An astral sorcerer's origin can be caused by a number of things. Such things as being stranded in the astral sea at a young age and your innate magic ability bonding with the plane for your own survival. A powerful psychic entity had influence over you, causing your power to awaken. A psychic wind struck your mind and instead of an adverse effect on you, you benefited from the encounter.

Psionic Power

1st-level Astral Sorcerer Feature.

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various Psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Psionic Overload. When you cast a spell that deals damage you can use a psionic energy dice to add that dice's roll to the damage to a single target of the spell. You can add additional psionic energy dice to the roll at the cost of 1 sorcery point per additional die. A level 4 Sorcerer casting a level 1 spell can add 3 psionic energy dice to the roll at the cost of 2 sorcery points. This results in 3 psionic energy dice and 2 sorcery points used. The bonus damage dealt is psychic damage.

Psychic Arcane Equilibrium. Your Psychic and Arcane powers harmonize allowing you to fuel one with the other and vice versa. Starting at level 2 As a bonus action you can use a psionic energy dice to restore 2 sorcery points, alternatively you may use 2 sorcery points to restore a psionic energy dice.

Astral Shift

6th-level Astral Sorcerer Feature.

The sorcerer is utilizes their connection to the astral plane to become harder to detect and reach. While casting a spell using a metamagic option the sorcerer can use a psionic energy die to teleport 30 ft before or after casting the spell. The sorcerer gains the non-detection spell as part of their known spells.

Astral Connection

14th-level Astral Sorcerer Feature.

Your connection to the Astral Plane increases as you can summon psychic winds at will. As an action choose a number of targets equal to your Intelligence modifier within 60 feet. The DC for your psychic winds is equal to 8 + Proficiency + Intelligence Modifier. If a target fails the intelligence saving throw roll a d20 to decide how they're affected.

D20 Roll Psychic Wind Effect
01 - 04 The target suffers the deafened condition until the end of your next turn
05 - 08 The target is charmed by you until the end of your next turn, ends early if they take damage from you or an ally.
09 - 12 The target is frightened by you until the end of your next turn
13 - 15 The target suffers 2d10 psychic damage
16 - 17 The target suffers 4d10 psychic damage
18 - 19 The target is Stunned until the end of your next turn
20 The target becomes unconscious until the end of your next turn

 

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again. 

The sorcerer learns the Plane shift spell due to their connection to the Astral Plane.

Astral Control

18th-level Astral Sorcerer Feature.

You gain incredible control over your connection to the astral plane allowing you to pull a section of the astral sea into the plane you're on. 

As an Action summons a 60ft x 60ft x 60ft cube of astral sea in an area centered on the sorcerer for 1 minute; the area does not move with the sorcerer. Creatures within move around as if on the astral sea, their movement speed is changed to 3 times their intelligence score and can fly within the space. While inside the Astral Field the sorcerer can use their Psychic Wind feature as a bonus action. The cost of reusing Psychic Winds becomes 1 psychic energy die instead of 3. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend eight Psionic Energy dice to use it again. The sorcerer gains this effect while in the Astral Plane.

The sorcerer also gain the Astral Projection Spell as part of their spell list.

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