Base Class: Sorcerer
Voidbound Sorcerers channel the ancient and enigmatic energies of the spaces between worlds, drawing their power from the very fabric of the multiverse. Their magic stems from a bloodline deeply intertwined with the astral plane, an almost primordial realm that exists between and beyond known planes. Voidbound Sorcerers possess an innate ability to manipulate and weave together demiplanes, creating and controlling pocket dimensions with ease.
Establish Domain
Starting at 1st level, you gain the ability to briefly create a demiplane around yourself, imposing your will on the fabric of reality within a chosen area. As an action, you can create a spherical zone centered on yourself, turning the immediate surroundings into a demiplane separated from the Material Plane. This demiplane is known as your Domain and has the following properties:
Size. The radius of your Domain is malleable, and can range from 10 feet to 10 times your proficiency bonus in feet. You determine the size of the Domain when you establish it.
Barrier. The boundary of the Domain is nearly impervious to all forms of entry or exit. This includes creatures, objects, spells, and other effects. Any effect or that attempts to cross the boundary is immediately nullified. Any creature attempting to move through the barrier requires a charisma saving throw equal to your spell save modifier to succeed. If a creature as entered or left the domain, they can't do so again until their next turn.
Duration and Concentration. The Domain lasts for 1 minute and requires concentration, as if concentrating on a spell. If your concentration is broken, the Domain immediately dissipates. If you exit your domain, the domain automatically ends.
Rules of the Domain. Upon establishing the Domain, you may impose one rule from the list below. These rules shape the reality within your Domain and last for the duration of the Domain:
- Rule of the Sorcerous Fist. You can use your spellcasting modifier (Charisma) for attack and damage rolls with unarmed strikes. Your unarmed strikes deal 1d6 + your Charisma modifier in bludgeoning damage. When you take the Attack action with unarmed strikes, you can make two attacks.
- Rule of the Endless Swamp. All target creatures within the Domain treat the area as difficult terrain, and they cannot use their reactions for opportunity attacks.
- Rule of the Gentle Garden. Any roll made to restore hit points within the Domain is treated instead as the highest number possible for each die.
- Rule of the Tyrant. Your spell attacks have advantage within the Domain, and any saving throws against your spells are rolled with disadvantage.
- Rule of the Dancing Blossom. You can add your Charisma modifier to your AC. Additionally, attack rolls against you have disadvantage.
- Rule of the Iron Temple. You gain temporary hit points equal to your Sorcerer level. You also have advantage on all saving throws.
- Rule of the Whispering Depths. All target creatures within your Domain treat the area as nonmagical darkness. You gain advantage on Intimidation and Stealth checks.
Once you use this feature, you can’t use it again until you finish a long rest.
Planar Presence
At 6th level, your mastery over the demiplane deepens, allowing you to impose your will more effectively both within and outside of your Domain. You gain the following abilities:
Expanded Domain. When you use your Establish Domain ability, you can now impose an additional rule, putting your maximum rules to two.
Planar Edict. The barrier of your Domain becomes stronger, making traversal more difficult. Saving throws to enter or leave the Domain now have disadvantage.
Void Step. As a bonus action, you can spend 1 sorcery point to teleport up to 30 feet to an unoccupied space that you can see. Or alternatively you can swap places with a willing creature within 30 feet of you.
Voidsnatcher
At 14th level, your connection to the demiplane grants you even greater control over your Domain and enhances your ability to manipulate space around you. You gain the following abilities:
Expanded Domain. When you use your Establish Domain ability, you can now impose an additional rule, choosing a total of three rules from the list.
Impenetrable Barrier. The barrier of your Domain becomes absolute. There are no saving throws or effects that can bypass or alter the barrier, making it completely impenetrable. No creature or effect can pass through the Domain’s boundary by any means, whether mundane or magical.
Planar Warp. Your connection to the Planes allows you to manipulate the positions of creatures within your sight. As an action, you can expend 2 sorcery points to target a creature you can see within 60 feet of you. The creature must make a Charisma saving throw against your spell save DC. On a failed save, you can teleport the creature to an unoccupied space you can see within 30 feet of its original location. On a successful save, the creature remains in its original position.
Domain of the Void
At 18th level, your command over the demiplane becomes nearly unparalleled, allowing you to exert greater influence both within and outside your Domain. You gain the following abilities:
Supreme Domain Mastery. When you use your Establish Domain ability, you can now impose an additional rule, choosing a total of four rules from the list.
Void Shield. Your mastery over the Void allows you to protect your allies with a barrier of interplanar energy. As a reaction, when a creature you can see within 30 feet of you is hit by an attack or targeted by a spell that requires an attack roll, you can expend 3 sorcery points to create a protective shield. This shield grants the target a +5 bonus to AC until the end of their next turn.
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