Base Class: Sorcerer
DISCLAIMER: This subclass is not intended for a normal campaign. It is intentionally much more powerful than a regular subclass and grants access to a much larger amount of spells and more powerful abilities than a player could normally have.
Planeswalkers harness the mana around them to become the most powerful sorcerers in the multiverse. They can travel between planes at will and summon creatures that do their bidding.
Planeswalking
You can travel between planes at will, once per long rest. You can cast Plane Shift at will, but you can only target yourself.
One with the Multiverse
At 1st level, you are able to use the mana from the laylines and environment around you. This is where you get your magic. Choose a color of mana to be able to harness from:
White. You gain the additional proficiencies of medium armor, simple weapons, and longswords. You can cast Shield and True Strike.
Blue. You gain the additional proficiencies of Investigation and Arcana. You can cast Silent Image and Disguise Self.
Black. You gain the additional proficiencies of Deception and Sleight of Hand. You can cast Chill Touch and False Life.
Red. You gain the additional proficiencies of Intimidation and Acrobatics. You can cast Fire Bolt and Burning Hands.
Green. You gain the additional proficiencies of Nature, Animal Handling, and Survival. You can cast Animal Friendship and Beast Bond.
Black
You gain the additional proficiencies of Deception and Sleight of Hand. You can cast Chill Touch and False Life.
Blue
You gain the additional proficiencies of Investigation and Arcana. You can cast Silent Image and Disguise Self.
Green
You gain the additional proficiencies of Nature, Animal Handling, and Survival. You can cast Animal Friendship and Beast Bond.
Red
You gain the additional proficiencies of Intimidation and Acrobatics. You can cast Fire Bolt and Burning Hands.
White
You gain the additional proficiencies of medium armor, simple weapons, and longswords. You can cast Shield and True Strike.
One with the Multiverse
At 6th level, you are able to harness more mana. Choose one of the five colors. It can be the same as the one you picked previously, or different.
White. You can cast Aid and Branding Smite. If you chose White before, you can also cast Beacon of Hope.
Blue. You can cast Dispel Magic and Mirror Image. If you chose Blue before, you can also cast Counterspell.
Black. You can cast Vampiric Touch and Hellish Rebuke. If you chose Black before, you can also cast Fear.
Red. You can cast Lightning Bolt and Scorching Ray. If you chose Red before, you can also cast Fireball.
Green. You can cast Conjure Animals and Hunter's Mark. If you chose Green before, you can also cast Entangle.
Black
You can cast Vampiric Touch and Hellish Rebuke. If you chose Black before, you can also cast Fear.
Blue
You can cast Dispel Magic and Mirror Image. If you chose Blue before, you can also cast Counterspell.
Green
You can cast Conjure Animals and Hunter's Mark. If you chose Green before, you can also cast Entangle.
Red
You can cast Lightning Bolt and Scorching Ray. If you chose Red before, you can also cast Fireball.
White
You can cast Aid and Branding Smite. If you chose White before, you can also cast Beacon of Hope.
Ley of the Land
You become more powerful when you are in a terrain that contains an abundant amount of mana you are proficient with (Your DM decides which color is prominent in any particular area). When you are in a terrain that contains lots of mana of a color of mana you have chosen in your One with the Multiverse abilities, you gain the following abilities depending on which color is most prominent:
White. Whenever you would deal damage with a weapon attack, you also gain that many hit points back.
Blue. You can not be the lone target of a spell that is 3rd level or lower.
Black. You can choose to, as an action, do one damage to creature you can see, and then do one damage to yourself. Then, you repeat this process until one of the creatures (you or the targeted creature) dies or falls unconscious. You can only do this once per time you are in a black mana area.
Red. You do not have to roll for initiative. Instead, you always go first in the initiative order. If multiple creatures have this ability, they will each roll, and go in that order.
Green. Any excess damage that is dealt to a creature that would die with less damage dealt to it can be transferred to another creature that you can see.
One with the Multiverse
You have become a master of the mana around you. Choose one of the five colors to harness mana from. It may be one that you have previously chosen or a new one:
White. You are a leader that is able to rally the troops. Once per long rest, as an action, you can choose any number of creatures you can see. Each of those creatures can add 1d4 to their attack rolls, damage rolls, ability checks, and saving throws. If you have chosen White every time, those creatures can add 1d6 instead.
Blue. You are a keen mind, Once per long rest, as an action, you can create four major illusions that are almost indistinguishable from you. Every time a creature would attack you, they must make a DC 18 Perception Saving Throw. If they fail, then they attack one of the illusions instead. The illusions have 1 hit point, and cannot attack or cast spells. If you have chosen Blue every time, the DC is 20 instead.
Black. You are a master of death. Once per long rest, as an action, you can call upon the graves. You can create either four undead with CR 1 or lower, two undead with CR 2 or lower, or one undead with CR 4 or lower. These undead obey your every command. If you have chosen Black every time, double the amount of undead you create.
Red. You are a tempest, a fire. Once per long rest, as an action, you can deal 100 fire damage, divided as you choose among at least 2 creatures.If you have chosen Red every time, you also deal 3d6 to each of those creatures.
Green. You are a master of the wild. Once per long rest, as an action, you can summon any Beast or Monstrosity with CR 8 or lower. You have advantage on Animal Handling checks that try to control it. If you have chosen Green every time, the CR can be 11 or lower.
Black
You are a master of death. Once per long rest, as an action, you can call upon the graves. You can create either four undead with CR 1 or lower, two undead with CR 2 or lower, or one undead with CR 4 or lower. These undead obey your every command. If you have chosen Black every time, double the amount of undead you create.
Blue
You are a keen mind, Once per long rest, as an action, you can create four major illusions that are almost indistinguishable from you. Every time a creature would attack you, they must make a DC 18 Perception Saving Throw. If they fail, then they attack one of the illusions instead. The illusions have 1 hit point, and cannot attack or cast spells. If you have chosen Blue every time, the DC is 20 instead.
Green
You are a master of the wild. Once per long rest, as an action, you can summon any Beast or Monstrosity with CR 8 or lower. This creature obeys your every command and lasts until it dies. If you have chosen Green every time, the CR can be 11 or lower.
Red
You are a tempest, a fire. Once per long rest, as an action, you can deal 100 fire damage, divided as you choose among at least 2 creatures.If you have chosen Red every time, you also deal 3d6 to each of those creatures.
White
You are a leader that is able to rally the troops. Once per long rest, as an action, you can choose any number of creatures you can see. Each of those creatures can add 1d4 to their attack rolls, damage rolls, ability checks, and saving throws. If you have chosen White every time, those creatures can add 1d6 instead.
Draw from Your Environment
For certain spells, you can use the mana that flows around you to cast them. For spells granted by a One with the Multiverse feature, you must use mana, manifested in your sorcery points, to cast them.
To cast a spell with your sorcery points, you must expend a number of sorcery points equal to that spells level.
When in an area that is abundant with mana of a type you chose in your One with the Multiverse, spells you cast of that mana type cost half as many sorcery points, rounded up.
At the beginning of each turn, you regain 1 sorcery point.
Previous Versions
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Coming Soon
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