Base Class: Sorcerer
You exist outside of space, your physical form flickering between existence and nothingness. To you, space, distance, and displacement are suggestions vice laws. Your unstable nature may have come with your birth as a defect of reality, or perhaps you have been exposed to the inconceivable energies of the weave, or the far realms.
Channelers are hard to rely on, as their power may very well do more harm than good. Once understood, however, a Channeler's abilities become invaluable to anyone needing things moved quickly and effortlessly.
Wrong Place Wrong Time
Starting at 1st level, weaving spells weakens reality's hold over your physical form. Whenever you cast a spell of 1st level or higher, roll 2d4. You teleport a number of feet equal to 5 * a chosen dice, in a direction determined by the other dice: 1 for North, 2 for South, 3 for East, and 4 for West. If the space is occupied by an object or a creature, you instead appear in the nearest space between there and your original position. If you roll the same number on both d4s, you instead vanish from your current plane of existence until the start of your next turn.
Warp Contagion
Starting at 6th level, you can pass your body's instability to others with your spells. Whenever you cast a leveled spell you may spend a number of sorcery points to force creatures of your choice (equal to the number of points spent) to make a constitution saving throw against your spell save DC or be affected by one of the following effects:
• The target's body is bound to its current position. At the end of the target's next turn, they are teleported to the space they were bound to. If they were already in that space, they take 2d4 force damage.
• The target is teleported 5 * 2d4 feet in a direction of your choice horizontally. If the space is occupied by an object or a creature, the target instead appear in the nearest space between there and their original position.
• You trade places with the target, either you or the target (your choice) gain 2d4 temporary hit points.
Using one of these effects prevents you from teleporting as part of the "Wrong Place Wrong Time" feature, and uses the 2d4 rolled as part of the effects. You may choose to use one of the effects of this feature after rolling the 2d4, but before teleporting.
Spatial Awareness
Starting at 14th level, you have become more aware of your physical presence, and can focus to magnify your control over it's fluctuations. When you roll 2d4 as part of your "Wrong Place Wrong Time" feature, you may instead choose the direction (Horizontal or Vertically) and teleport up to the 2d4 * 5ft. Additionally, when ever you are midair, you may use your bonus action to lock yourself in place, preventing you from falling until the end of your next turn.
Cosmic Anchor
Starting at 18th level, you fully realize your position within the universe, and can create a reference point to call back to. As an action, you may create a temporal anchor in your current location. You may have a number of anchor's equal to your charisma modifier at any time, and may dismiss an anchored location at will. You may spend a sorcery point to teleport to one of your anchor locations. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also spend additional sorcery points to bring willing creatures who are carrying gear up to each of their carrying capacity. The creatures must be within 15 feet of you when you cast this spell.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/27/2022 9:12:59 PM
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5
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0
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5e
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Coming Soon
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