Base Class: Sorcerer
Your innate connection to the Astral Plane allows you to cross great distances in the blink of an eye and traverse the planes with ease. This connection could have formed after you passed through a cloud of energy in the Astral Sea, or when you were granted a gift from a powerful extraplanar entity. Perhaps it's true origins are unknown and you simply know it as a hereditary trait passed down through your family for generations. Wherever your abilities came from, they bring with them adventure and danger in equal parts, as many a sorcerer who possessed these powers has found their end in the wrong plane at the wrong time.
Astral Soul sorcerers are commonly known as Travellers for their propensity to venture into the farthest reaches of the planes, and are renowned for their ability to move through space. While their teleportation magic is certainly impressive, with some even rumoured to have travelled between worlds, many Astral sorcerers attribute the true source of their talent to their psychic abilities, without which they could never pinpoint their desired destination with such accuracy.
Astral Spells
1st-level Astral Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Astral Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a divination spell from the sorcerer, warlock, or wizard spell list.
Astral Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | comprehend languages, detect evil and good |
| 3rd | detect thoughts, misty step |
| 5th | nondetection, sending |
| 7th | freedom of movement, dimension door |
| 9th | telepathic bond, teleportation circle |
Planar Magic
1st-level Astral Soul feature
You learn how to shift through space in short bursts. Immediately before or after you cast a spell of 1st level or higher, you can use a bonus action to teleport up to 10 feet to an unoccupied space you can see.
Telepathic Speech
1st-level Astral Soul feature
You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
The range of this ability increases when you reach certain levels in this class: at 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).
Teleportation Savant
6th-level Astral Soul feature
When you cast any spell of 1st level or higher with the teleportation tag, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Psychic Ward
6th-level Astral Soul feature
You have built mental wards against psychic attacks and mind altering magic. You gain resistance to psychic damage, and whenever you fail an Intelligence, Wisdom, or Charisma saving throw, you can spend 1 sorcery point to reroll it and take the second result.
Perfect Transposition
14th-level Astral Soul feature
You've learned to use your magic to manipulate the fabric of space to avoid danger and transport dozens of creatures at a time. You gain the following benefits:
Instant Transfer. When you are subjected to an effect that targets an area, such as a blue dragon’s lightning breath or a fireball spell, you can use your reaction to teleport up to a number of feet equal to 5 times your sorcerer level to an unoccupied space you can see, potentially avoiding the effect. Once you use this reaction, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Shared Travel. When you cast a spell that teleports one or more creatures, you can expend 1-5 sorcery points to increase the number of creatures it can affect. For each sorcery point you spend, you can bring one additional creature with you. Each creature must be touching you or another creature you teleport, and it must meet any other requirements of the spell. You use this benefit no more than once per turn.
An unwilling creature can make a Charisma saving throw against your spell save DC to resist being teleported, unless it is incapacitated or the spell already requires a saving throw.
Far Traveller
18th-level Astral Soul feature
You gain immunity to psychic damage, and when you use Psychic Ward to reroll a saving throw, you can change the saving throw into a Charisma saving throw if it isn't one already.
You also learn the astral projection spell, which counts as a sorcerer spell for you, but doesn’t count against the number of spells you know. You can spend 4 sorcery points to cast it without expending a spell slot or requiring material components. When you do so, the spell has a casting time of 1 minute and a range of self, however you must spend 1 sorcery point at the end of every hour or your tether is severed as the magic sustaining it fades.
Author's Note: If a player's tether is severed while they are astral projecting, consider allowing them to remain in their astral body rather than dying. Their physical body would leave its suspended animation, giving them a chance to return to it. If they take too long, they might begin to go mad or gain physical impairments as their body and mind degrade from the separation. Perhaps they simply die or become trapped in their astral form as a disembodied soul until they can find a suitable vessel to inhabit (which should come with its own drawbacks, as the character might not be able to access their usual abilities in this form).
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