Sorcerer
Base Class: Sorcerer

Your were born with magic that seems to tie in with the weave between worlds. Perhaps you were born during a moment when the planes were momentarily converging or in a space that served as a rift between realms? Or perhaps some dimensional mishap occurred with your ancestor and has changed your bloodline?

Whatever the case your presence in the world is less stable than others. At times you can make use of this and transport yourself from one place to the other in the blink of an eye. You may even extend this to transport others or even go to other planes of existence.

Displacement

In response to danger you instinctively bend the dimensions around you to try and keep yourself from being harmed. When a creature makes an attack against you that you can see or otherwise be aware of, you may use your reaction to impose disadvantage on the attack. Should the attack miss you then you can immediately teleport to an unoccupied space you can see up to a distance in feet equal to 5 plus 5 times your Charisma modifer (minimum 0 feet). If the attack hits you, however, no further effect occurs.

Once this feature has been used it cannot be used again until you complete a long rest. Starting at 3rd level in this class you can use this feature beyond this limit at the cost of 1 sorcery point.

Apport Object

You may use this feature in one of two ways: send or receive. In either case it takes your action and you must target one or more objects that you can clearly see that would altogether fit within a 5 foot cube and their combined weight cannot exceed 10 lbs.

Sending: the object or objects targeted must be on your person, carried by you, worn by you or within 5 feet of you and not carried or worn by another creature, or any combination of these if choosing multiple objects. You may teleport those objects to one or more unoccupied spaces you can see within 30 feet of you. You may position and place the objects as you wish and choose different locations for each but they must all be within 15 feet of each other.

Receiving: the object or objects targeted must be within 30 feet of you and within 15 feet of each other. You may teleport the objects to your waiting hand, upon your person - becoming worn by you - or to unoccupied spaces within 5 feet of you that would not cause the objects to be worn or carried by another creature. If the objects you target with this feature are being worn or carried by another creature when you attempt to teleport them that creature must make a Charisma saving throw against your spell save DC; on a fail the objects are teleported but on success the objects are not affected by this feature and the creature remains unaware of your attempt.

You may use this feature twice and regain all uses after a short or long rest.

Dimensional Jaunt

When you reach 6th level you learn the Misty Step spell. If you already know this spell you may choose a different spell. The spell does not count against your maximum of known spells. You cannot change the Misty Step spell at later levels.

The Misty Step spell has double the normal range for you. Instead of using spell slots to cast this spell you may also cast it using 2 sorcery points instead.

Target Swap

After reaching 6th level, when you are subject to a ranged attack you can see or otherwise be aware of you may use your reaction to target a creature. The creature you target must either be any creature you can see within 60 feet or the attacker at any distance if it is a creature you can clearly see. The targeted creature must make a Charisma saving throw against your spell save DC. If they fail then you and the creature swap places and the ranged attack that triggered this reaction is made against that creature instead of you. If they succeed, however, there is no teleport and the attack is made against you with advantage because you are less ready to block or evade due to attempting this.

Once you have used this feature you cannot use it again until you have completed a long rest. You may use this feature beyond this limit by spending 3 sorcery points.

Dimensional Shortcut

When you reach 14th level you learn the Dimension Door spell. If you already know this spell you may choose a different spell. The spell does not count against your maximum of known spells. You cannot change the Dimension Door spell at later levels.

The Dimension Door spell has double the normal range for you and you may bring up to two creatures with you instead of just one. Instead of using spell slots to cast this spell you may also cast it using 4 sorcery points instead.

If you cast Misty Step as a bonus you may still cast Dimension Door with your action as an exception to the normal rules on casting spells as a bonus action.

Planar Travel

You may use this feature to cast either Blink, Teleport or Plane Shift spells without using spell slots or needing to know the spells. Once you have used this feature you cannot use it again until you complete a long rest.

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