Base Class: Sorcerer
The planar charged magic has a tendency to go wild and cause random effects based on the planes you went through
Planar Warped Magic
DC 15 Constitution Saving Throw. On a successful save, your magic acts normally. On a failed save, your magic goes wild and is affected by a random plane of existence. Roll a d8 and read the results.
- Elemental Plane of Fire- Fire Damage
- Elemental Plane of Water- Cold Damage
- Elemental Plane of Earth- Bludgeoning Damage
- Elemental Plane of Air- Thunder Damage
- Astral Plane- Force Damage
- Celestial Planes- Radiant Damage
- Shadowfell- Necrotic Damage
- Abyssal Planes- Psychic Damage
Planar Discharge
When your magic goes out of control due to Planar Warped Magic, you flip a coin. If it comes up heads, the spell acts normally under the effect of Planar Warped Magic. If tails, the energy goes haywire and strikes one additional, random target.
This effect increases by one additional target at the 14 and 18 level. Max 3 additional random targets.
Planar Shifting
When you or a target you can see within 60 feet takes damage, you can channel your planar energy through the target and cause them to shift out of their current plane of existence for one minute. While banished, they cannot interact with any objects or move. They are aware of what is happening, and they are invisible to any creature, other than you, without True Sight.
You can use this ability once per day unless you expend a spell slot of 5 level or higher.
Charge resets after a long rest.
Planar Control
Twice per day, you can force your magic to become planar warped and change the damage type to a plane of your choice.
When under stress, you still have a chance of your magic going wild, though it is noticeably easier to control it.
DC 10 Constitution Saving Throw. On success, you can now choose to charge your spell with whichever plane you wish. This effect does not count against your daily charge total.
Charges reset after a long rest.
Previous Versions
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3/22/2023 10:37:57 PM
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8/16/2023 10:07:55 PM
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