Base Class: Sorcerer
The world was broken. When cracks in reality spread across the world, kingdoms, cities, and lives were all devastated in its wake. Those who encountered the world breaks fled, disappeared, or were changed irrevocably. Through these cracks, other worlds lay in wait. Most appeared quite familiar, but some proved to be a picture of nightmare and hellscape. The effects wrought on individuals who were too close to these fissures as they formed were devastating. Fractured World Sorcerers are those who ventured too close to, or were caught in the formation of, these fractures, and lived to tell the tale. Their powers were given to them by exposure to magical energy bleeding through from the other side, as well as droplets of the raw power of creation dripping into them from in and around these fractures, like blood from an open wound. Those who survived this exposure have developed abnormal magical abilities as well as a greater gift for understanding the very nature of reality itself. Unfortunately, the struggle to master their new found power is not the only test of a Fractured World Sorcerer. Exposure to such a deep understanding of reality often forms its own cracks, this time in the minds of mortals, who were never meant to experience such things. The mastery of their new magic is half of the test, coping with their fractured mind is the other...
Weave Manipulation
Starting at 1st level, as a bonus action, you can focus your attention to bending the weave around you to empower your spells. The next time you damage a creature with a Conjuration spell, that creature takes an additional 1d6 force damage. You can only use this ability once per short or long rest.
This damage increases to 2d6 when you reach level 5 in this class, 3d6 at level 13, and 4d6 at level 17.
Fractured Gaze
Starting at 1st level, your magical abilities give you a heightened awareness of the space around you. You gain advantage on checks made to find secret doors or areas concealed with magic.
Starting at 1st level, you can use your improved understanding of reality to gaze into disturbances in the weave. As an action, you can perform a DC 13 Investigation Check, using your spellcasting ability modifier instead of your intelligence modifier, to determine if magic has been used within 60ft of you within the past week. If you are successful, you can determine how long ago each of the spells or magic items were used, as well as identify how many spells were cast, and what schools of magic the spells or magic items belonged to. This effect lasts for 1 minute. You cannot use this ability again until you finish a long rest.
Starting at 6th level, when you are using your Fractured Gaze ability and find evidence of previous magic use, as an action, you can spend 1 sorcery point to try and identify a specific magic item or spell used. Make a DC16 Arcana check, using your spellcasting ability modifier instead of your intelligence modifier. On a success, you identify one random spell or magic item used in the area you are examining.
Fractured Mind (Optional Feature)
Starting at 1st level, your exposure to the cracks through reality has warped and damaged your mind. At dawn each day, make a DC 15 Wisdom Saving Throw. On a failure, roll on the Long-Term Madness table. For the next 24 hours, you suffer the effect rolled. You can only have one long-term madness effect as a result of this ability at a time, and new long-term madness effects caused by this ability replace the old effect.
In addition to this, beginning when the exposure to the crack in reality occurred and a level in this class was first taken, make a DC 20 Wisdom Saving Throw. On a failed save, roll on the Indefinite Madness table, or alternatively, choose an effect from the table. From now on, you suffer the effects rolled. You repeat this saving throw once per year, and the indefinite madness effects gained by this feature are cumulative. A Greater Restoration spell cast on you allows you to reroll the saving throw. On a successful save, one indefinite madness effect ends, but the saving throw will be repeated in subsequent years.
This class feature is an optional rule, aimed at adding an inherent roleplaying element suitable to this class. Speak with your DM about using this rule when taking this class.
Tangible Reality
Starting at 3rd level, your newfound connection to the building blocks of reality deepens over time, allowing your magic to contort reality and stretch across the planes with greater ease. You learn additional spells when you reach certain levels in this class, as shown in the list below. These spells are subsequently learnt when you reach level 5, 9, 13, and 17 in this class. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
3rd Level - Find Steed, Rope Trick
5th Level - Summon Lesser Demon, Sending
9th Level - Contact Other Plane, Conjure Elemental
13th Level - Simulacrum, Conjure Celestial
17th Level - Astral Projection, Shapechange
Focused Fissure
Starting at 6th level, you are able to warp the space around to a limited degree to avoid harm. As a reaction, when you are hit with a melee attack, you can spend 1 sorcery point to create a temporary fissure in space, and teleport to an unoccupied space you can see within 30ft of you. A friendly creature within 5ft of you can attempt to jump into fissure with you before it closes, using their own reaction to make a DC12 Dexterity Saving Throw. On a success, they are teleported with you, and appear in the nearest unoccupied space to your new location.
Warped Walker
Starting at 14th level, you learn the Misty Step spell, and can now cast it without using a spell slot a number of times equal to your proficiency bonus, per short or long rest. This doesn't count against the number of sorcerer spells you know. If you already know the Misty Step spell when reaching 14th level in this class, you can choose to learn another spell from the sorcerer spell list instead, but the new spell must be of a level for which you have spell slots, and must still be cast using an appropriate levelled spell slot.
In addition to this, once per long rest, as an action, you can cast the Plane Shift spell, without using a spell slot and without requiring material components. You cannot inherently bring others with you when casting this spell this way. To do so, you must spend sorcery points equal to the number of additional creatures you are bringing with you to another plane, up to 8 other creatures.
One With Reality
Starting at 18th level, your powers have grown enough that you can exert control over the ebb and flow of reality itself. You have advantage on saving throws against Conjuration spells that would affect you, as well as being resistant to the damage from any Conjuration spells that hit you.
In addition to this, if a spell would move you against your will, or teleport you to another location or plane against your will, you can spend 5 sorcery points to resist the effects. If you do, the spell has no effect on you.
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