Base Class: Sorcerer
The magical essence of the astral plane connects the planar realms of the multiverse and is felt all around by magical creatures. A sorcerer who is touched by these astral powers are more philosophical and inquisitive than others, wanting to reach out into the wide expanse of the astral plane and explore what else is connected to their home.
Focused Mind
Upon choosing this origin at 1st level, your innate powers are focused by your draw to the Astral plane. When determining your AC and bonus to initiative, you may add your Intelligence modifier as a bonus to each.
Seeker of Knowledge
Your connection the astral plane has left you with a connection to the stars above that has affected your outlook on life. At 1st level, you gain one of the following traits:
Astral Traits
d6 - Personality Trait
(1) - I tend to get lost in thought and stop listening to conversations around me.
(2) - The stars are beautiful and I can't help but stare in awe when I see them.
(3) - Daylight hours are boring, I'd rather sleep through it.
(4) - Traveling is the only way to see all the multiverse has to offer, it is difficult to stay in one place for a long time.
(5) - Shiny objects and trinkets remind me of the night sky and I must have all of them.
(6) - Books are the best companions to have.
This connection grants you information about the astral plane and other planes of existence, gaining proficiency in Arcana. When making an ability to check to learn or recall information that uses your Intelligence ability score, you do so with advantage.
Star's Influence
At 6th level, you have been able to augment your control of magic with what you have learned in study. When making an attack roll, ability check, or saving throw, you can spend a sorcery point to add your Intelligence modifier as a bonus to the roll.
You can choose to add this bonus after the roll but before any effects of the roll occur.
Commanding Knowledge
At 14th level, you have adapted your knowledge of the planes to change the outcome of the actions around you. When an attack roll, saving throw, or ability check is made by a creature that you can see, you can roll a d20 and choose which roll to use. You can use this feature a number of times equal to your Charisma modifier, and regain expended uses after completing a long rest.
Astral Traveler
Starting at 18th level, you have learned the secrets to traveling the mystical roads between planes. When you or a creature that you can see within 30 feet of you casts a spell that teleports one or more creatures to a different location than where they currently are, you can spend 3 sorcery points as a reaction to improve or inhibit the casting of the spell. Once you do so, you must finish a short or long rest before you can use this feature again.
By improving a spell, you ensure that no mishaps can occur when completing the spell. If the spell would place the caster or its allies in an occupied space, all creatures are instead teleported to the nearest unoccupied space.
If you wish to inhibit the spell, you must make a Charisma saving throw against the caster's spell save DC to overcome their resistance to your influence. On a success, you are able to change the destination of the spell to a location of your choice that you have seen.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/24/2018 7:25:24 PM
|
2459
|
49
|
--
|
Coming Soon
|
|
|
3/22/2019 2:07:06 AM
|
1855
|
44
|
2
|
Coming Soon
|







Comments