Sorcerer
Base Class: Sorcerer

You touch an object or surface and create an invisible sensor on the side opposite of where you touch. The spell can penetrate up to 5 feet of most materials, but fails to penetrate lead. If you cast the spell on a hollow object, such as a wooden crate, iron chest, or stone sarcophagus, you can create the sensor within the object. The sensor remains in place for the duration, but becomes dormant if you aren't touching the initial spot.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. While seeing through the sensor, you have darkvision out to a range of 10 feet. As your action, you can switch between seeing and hearing.

Locater Shot

1st Level Far Sight Feature

Your ancestry has blessed you with the ability to always hit your mark. You gain proficiency with ranged weapons. Furthermore, you can use any ranged weapon you wield as a spellcasting focus. Ranged attacks you make, and spells that you cast that target one creature and impose a Dexterity saving throw, ignore half and three-quarters cover.

Far Spells

1st Level Farsight Feature

You learn additional spells when you reach certain levels in this class, as shown in the Far Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you know.

 

SORCERER level Spell
1st guiding bolt, Surveillance
3rd scorching ray, Wild Bow
5th beacon of hope, Seeking Strike
7th arcane eye, dimension door
9th Ranger's Mark, Scrying

Close the Gap

1st-level Far Sight feature

When you hit a creature or object with a ranged attack, you can choose to teleport to an unoccupied space of your choice that you can see that is within 10 feet of the target. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Scan for Prey

6th-level Far Sight feature

As a bonus action on your turn, you can see those that would rather stay unseen. As part of this action, you can spend any number of sorcery points to enhance this power's effect. You gain a special sight with a radius of 30 feet, plus 10 additional feet for each sorcery point spent, until the end of your current turn. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Once you use this feature, you must finish a short or long rest or spend 1 sorcery point before doing so again.

Pierce the Veil

14th-level Far Sight feature

When you cast a spell that targets one or more creatures or a point in space that you can see, you can choose to spend 2 sorcery points and instead target a space behind cover. When you do so, you open a 5-foot diameter hole in the material allowing the spell to pass through unimpeded, as if by the passwall spell. If the spell targets one or more creatures, and there is a creature in the targeted space, it suffers the spell's effects as if it was the initial target. The hole remains for a number of minutes equal to your sorcerer level.

Eyes of Infinity

18th-level Far Sight feature

You gain truesight with a range of 60 feet. Furthermore, you can name a creature that you have seen at least once before, or that you have had described to you in detail. Provided the creature is on the same plane as you, you know exactly where it is for the following hour.

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