Sorcerer
Base Class: Sorcerer

What is it that stares back so intensely, what happens when you look into the abyss for too long and get swallowed whole? You can tap into this emptiness, harness its unfaltering gaze into your spells. Did you obtain this power from an unruly contract, your mental instability, or perhaps something else? Your past doesn't matter now, in fact, does anything matter anymore... That is what you decide along your path as a Nihilistic Soul.

Void Aura

Starting at 1st level, you gain the ability to conjure a veil of pure emptiness. As an action, you create a 10 foot radius zone centered on yourself that lasts for 1 minute. This zone obscures all vision including darkvision to those outside of the zone, creatures outside the zone cannot see into it, and creatures inside are considered lightly obscured.

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

Manipulative Savant

You have obtained knowledge to manipulate the fragile minds of others, as a result the duration of any spell you cast that causes a creature to become charmed or frightened is doubled.

Hollowed Calmness

At 6th level, you gain the ability to force a calm and unchanging force upon others. Whenever you or a creature within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction and spend 4 sorcery points to set the roll’s result to 10 before it is rolled.

Empty Soul

Starting at 14th level, your form begins to blur the line between reality and the ethereal. You become immune to magical aging, and you gain truesight out to a range of 60 feet.

In addition, the emptiness within grants you unnatural emotional control. When you fail a saving throw against being charmed or frightened, you can use your reaction and use 2 sorcery points to succeed instead.

You can use this feature a number of times equal to your proficiency bonus until you finish a long rest.

True Nihility

At 18th level, you can force a creature to witness the nothingness beyond reality. As an action, you can spend 8 sorcery points to target a creature within 90 feet. It must succeed on a Wisdom saving throw or become paralyzed for 1 minute. At the start of each of its turns, it repeats the save, ending the effect on a success or taking 5d10 psychic damage on a failure. A creature that succeeds on the initial save is immune to this feature for 24 hours.

In addition, you can partially transcend the laws of reality. As a bonus action, you can spend 4 sorcery points to gain a flying speed of 60 feet for 1 minute. While flying, you can move through solid surfaces as if they were difficult terrain. If you end your turn inside a creature or object, you're shunted to the nearest unoccupied space and take force damage equal to your sorcerer level.

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