Sorcerer
Base Class: Sorcerer

Your innate magic comes from the Astral plane, the time-frozen space between planes. You might have obtained your magic abilities during a tumultuous plane-hopping event, where the plane's psychic winds almost tore your mind asunder. Or, you may be able to trace back your lineage to a long-time resident of the Astral Plane, such as the githyanki, inheriting their psionic abilities in the form of magic.

Astral Magic

You learn additional spells when you reach certain levels in this class, as shown on the Astral Spells table. Each of these spells counts as a Sorcerer spell for you, but doesn't count against the number of Sorcerer spells you know.

Whenever you gain a level in this class, you can replace one spell you gained from this feature with another spell of the same level (except Astral Projection). The new spell must be a Conjuration or Illusion spell from the Sorcerer, Warlock, or Wizard spell list.

Astral Spells

Sorcerer Level Spells
1st Detect Magic, Fog Cloud
3rd Misty Step, Blur
5th Blink, Slow
7th Banishment, Dimension Door
9th Passwall, Wall of Force
17th Astral Projection

 

Planar Deflection

1st Level Astral Soul feature

You are able to phase your body in-between planes to avoid the brunt of attacks. When you are damaged by an attack or harmful spell, you can use your reaction to give yourself resistance to that damage type until the start of your next turn.

Once you use this feature, you cannot use it again until you finish a long rest.

Astral Affinity

6th Level Astral Soul feature

Your ties to the Astral Plane allow you to draw from its magic more easily. When you cast a spell from your Astral Magic feature, and use a Metamagic option on it, you can reduce the sorcery points you spend by 1 (to a minimum of 0). You can reduce the sorcery point cost in this way a number of times equal to your Proficiency bonus, and regain any expended uses when you finish a long rest.

If you are in the Astral Plane when you use this feature, you do not expend any uses of it.

Astral Resistance

6th Level Astral Soul feature

Your connection to the Astral Plane has bolstered your own body. You gain resistance to force and psychic damage.

Sudden Warp

14th Level Astral Soul feature

You are able to bend the space around you and others. As a bonus action, you can switch places with a creature or object you can see within 90 ft. of you, and whose size is no larger than your own. An unwilling creature must succeed on a Constitution saving throw against your spell save DC or be teleported. 

Once you use this feature, you cannot do so again until you finish a long rest, unless you spend 1 Sorcery Point to do so again.

Temporal Acceleration

18th Level Astral Soul feature

 Your mastery over the Astral Plane allows you to manipulate the flow of your own time. As an action, you can enter an accelerated temporal state for 1 minute. During this time, your movement speed is doubled, you have advantage on Dexterity saving throws, and you have an extra Action that can only be used to take the Dash, Disengage, or Hide actions. As a bonus action, you can cast a spell you know. However, you cannot use a Metamagic option on it.

Once you use this feature, you cannot do so again until you finish a long rest, unless you spend 8 Sorcery Points to do so again.

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