Sorcerer
Base Class: Sorcerer

The source of your magical power was not granted by any outside force - rather originating from your very soul and psyche. You posses a fragment of your soul and mind made manifest. Commonly referred to as a Stand, or Manifestation.

As a Manifestation User, consider how exactly you first discovered your power. Was it awakened in a moment of pure passion: dire need mixed with unyielding desire? Were you struck with a mysterious illness that brought forth your powers? Or was it simply present at birth, acting as your ever-present guardian angel?

Establish how much your character knows about their Manifestation. Knowledge of the inner workings of Manifestations is largely unknown territory; even to those that wield them. They follow a loose set of rules with no definite standard by which one can fully classify them. As an embodiment of someone's psyche, Manifestations are therefore as varied as human minds can be. As such, experimentation is the only practical method to test your own limits.

(Heavily inspired by the Stand Power Sorcerer subclass made by Sanuvabeetch. This is my take on it!)

Manifestation

By default, your Manifestation lies in a dormant state, lying within your body. As a bonus action on your turn, you can awaken your Manifestation, causing it to manifest 5 feet in front of you. While it is active, you may have any Sorcerer spells you cast or attacks you make originate from your space or your Manifestations space. You can return the Manifestation to your body as an action.

Keeping your Manifestation active requires significant mental strain. You may have your Manifestation active for up to 10 minutes. Whenever you spend 10 consecutive minutes with your Manifestation awakened, you suffer one level of Exhaustion.

Your Manifestation will follow your movements exactly, staying directly in front of you at all times. If this movement would force it inside another object/creature, it will temporarily move to your space.

Attacks carried out by your Manifestation are performed with a weapon unique to it (be it a sword, its fists, or anything else), uses Charisma for its attack rolls, and deal 1d4 + CHA force damage on a hit. This damage increases to 1d6 at 5th level, 1d8 at 12th level, and 1d10 at 17th level.

You can awaken your Manifestation a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Distant Control

With your Manifestation awoken, you may detach your Manifestation from your physical body as an action, allowing it to roam freely with a flying speed of 30 feet.

As long as the Manifestation is within 60 feet of you, it can do anything you can (attack, dash, cast spells, etc.) However, once it is over 60 feet away from you, it loses the ability to take actions, reactions, and bonus actions. (this includes the action of withdrawing your manifestation). It may still move and observe its surroundings. While your Manifestation is separated from you, all of its senses replace your own, and you are unable to move or have any actions originate from your space.

Your Manifestation shares its statistics with you. Any damage, conditions, or magical effects are shared. Any single attack or spell that hits both you and your Manifestation at once will deal damage only once.

Spirit Specialization

At 1st level, you gain one of the following features of your choice.

Your Manifestation is a reflection of your psyche, both in its appearance and abilities. Every Manifestation excels at different things based the identity of the User. A strong-headed fool would likely possess abilities best suited for direct melee, whereas a busybody might be capable of splitting their focus entirely between two bodies.

Enduring Bond

Your bond with your Manifestation is strong enough to allow for use at a great distance, and can partially alleviate the strain of manifesting.

When you separate yourself from your Manifestation, it can continue to function normally up to 500 feet away from you. In addition, you may keep your Manifestation awoken for up to half an hour before you start taking levels of Exhaustion.

Platinum Warrior

Your Manifestation is far hardier than most, able to stay on the front lines of combat for extended periods.

While your Manifestation is awoken, you have a +2 bonus to AC. In addition, once per round, when your Manifestation hits with a melee attack, you can gain temporary hit points equal to half your sorcerer level (rounded up) + your Constitution modifier.

Simultaneous Action

Control of your Manifestation comes naturally to you: so naturally, in fact, that you can maneuver it independently from your body.

Separating your Manifestation from your body can be done simultaneously as it is awoken, and now only requires a bonus action on your turn otherwise. When separated, your senses are no longer completely overwritten by the Manifestation's: its sight appears as a translucent pink layer on top of your normal vision, and the sounds it hears come to you in a muffled, scratchy tone, easy to distinguish from your standard hearing. You have grown accustomed to dealing with the sensory overload and if you choose, you may decide to view either your or the Manifestation's senses exclusively, no action required.

You are also capable of casting spells from your own body, even while your Manifestation is active, and can move freely. Both you and your Manifestation may take actions as normal, but share a turn. For example, if you use your action to cast Chromatic Orb, your Manifestation cannot take an action. Movement does not apply to these rules: both you and your Manifestation can move their full movement speeds on your turn.

Applied Spirit

At 6th level, your Manifestation undergoes an advancement in power, spurred onward as you discover greater potential hidden within you. Think about the challenges and changes your character has faced, or the peril that awaits them in the future. You gain one of the following features of your choice.

Focused Destruction

You have mastered the destructive ability of your Manifestation, enabling it to place all of its power into one decisive blow.

Your Manifestation's critical range has expanded to 19-20. Additionally when your Manifestation hits with a melee attack once per turn, you may expend 2 Sorcery Points to add an additional 4d6 force damage to the blow.

Spectral Form

Your Manifestation has advanced to the point that it can be partially manifested, and rendered incomprehensible to all should you wish it.

While active, your Manifestation is completely invisible to all creatures but yourself if you wish. Creatures with truesight or the ability to peer into the Ethereal Plane (such as a creature benefiting from see invisibility) may ignore this effect.

Unparalleled Momentum

Your Manifestation's movements have grown nearly impossibly swift, enabling it to run circles around enemies.

While your Manifestation is awake, you can spend 3 sorcery points as a bonus action on your turn to tap into your reserves of energy. While this effect is active, your speed increases by 30 feet, moving doesn't provoke opportunity attacks, and you can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Manifestation Master

At 14th level, your Manifestation has grown once again, reflecting the heroic deeds you have surely accomplished by this point. You gain one of the following features of your choice.

Augmented Impact

You have mastered spells with a wide area-of-effect, enabling them to wreak havoc on even greater amounts of creatures.

Whenever you cast a spell that targets an area (sphere, cone, line, etc.) you can expand it's area in some way - up to the maximum shown here. Areas of effect are increased by 20 feet if they don't fall under the following. Radius-based spells are extended by 10 feet, while lines have their width increased by 10 feet.

Eternal Will

Your spirit has grown resilient to pain, refusing to simply die with its mortal host.

If you are ever knocked unconscious, or killed, you may spend 5 sorcery points to have your Manifestation stay active and potent for an hour, able to fully utilize any of your abilities. Your Manifestation inherits all of your statistics, but is otherwise healed to half of its maximum hit points.

But this is not without risk, for your spirit is unanchored and without a shell to retreat to in the case of destruction. If your Manifestation is killed in this state, your soul is forever shattered, unable to be resurrected by anything short of a Wish spell.

After you either dismiss your Manifestation or an hour passes, you can’t use this feature again until you finish a long rest.

Overwhelming Assault

Your Manifestation is now able to unleash a nigh-endless flurry of blows, demolishing everything in its path.

As an action, you make a singular melee attack with your Manifestation that deals 1d4 + CHA force damage. If it hits, spend any amount of sorcery points. For every sorcery point spent, you make an additional punch using the same statistics that automatically hits. If the first attack was a critical, the rest are as well.

Requiem

By 18th level, your soul has become strong enough to induce a metamorphosis within your Manifestation. You gain one of the following features of your choice.

Nullify Experience

You can bend the very rules of nature and magic. You may, as a reaction, nullify one event or action you are aware of involving a roll that has just occurred. Effectively reversing the event - and forcing a reroll. You may choose if the event uses your roll, or the original.

Once you use this feature twice, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Seize the Hourglass

Your Manifestation has become so immensely powerful, it has gained control of time itself, able to move through it as easily as it moves through air.

You learn the spell Time Stop, and addition, you may briefly stop time even without the use of a spell slot. As a reaction on anything's turn (including yours) you may stop time for a single turn, which you take immediately after activating the ability. This can be done in the middle of another creature's action, interrupting it and forcing them to finish whatever they are doing after time resumes. If you are interrupting an attack made against you, you may stop time after the roll is made, but before a hit is declared.

After time resumes, you suffer 5d12 necrotic damage and may not take any actions on the subsequent turn as your timeline resynchronizes with the rest of the world. This damage ignores resistances and immunities.

Once you use this feature once, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Silencer

Your Manifestation has grown to embrace the Silent Comedy; gaining the power to nullify energy within a limited range of itself.

When a creature takes damage while within 15 feet of your Manifestation, you can use your reaction to either reduce the damage the target takes by 10d10, or grant them resistance to all damage types dealt by the triggering effect for 1 round. If the target already has resistance to one or more of the triggering damage types, they instead become immune to the damage type they were previously resistant to.

Your Manifestation then immediately dissipates due to the strain and may be summoned 1d4 rounds later.

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