Sorcerer
Base Class: Sorcerer

Fortune or incredible dismay?

Becoming a Multiplanar Sorcerer is a double edged sword. You have been lucky in the sense that you have been given great power beyond most imagination with a great versatility, a strong connection to both the elements as well the fey and shadow. However you also have been taxed, you never live a normal life and you're cable of ever returning to a competently sane reality and normal society. You haven't chosen, you're not a glorious foretold hero who have been foreseen for many millennia, you're just a person, that at random was at the right place at the right time and nothing else. 

A quirky adventurer 

As a Multplanar Sorcerer, like mentioned before you experience several realities before your very eyes, this tolls your mind as it try to adjust to the different places all the time. Physiologically you will most likely try to adjust to the many different cultures that appear before your very eyes. The amount of social norms and rules might thereby clash in your already fractured mind and you might therefore do something which are very common in the fey world, however in the material plane which is where your body is located, not so very much. as an example you might suddenly experience being surrounded by a group of Satyrs, this might cause you to try and hide from them. However in the material plane you have just hidden yourself behind nothing from a group of lawmen. As such you have started to acquire a big assortment of quirks, you can create your own or choose from the quirk tablet, however a total of three quirks at least is recommended.



Quirk Tablet

1

you scream at random, when you experience a plane shift

2

you think outloud, as well as debate with yourself about the very same thoughts

3

you tend to move into shadows and believe that they are a private space created for you by the shadowfell

4

you will never cut your hair, nor beard since that is a sign of weakness within the elemental planes

5

you will no matter the conditions of the terrain you wander in, wear shoes as well as other clothes made to conceal your hands and feet

6

you take and destroy people's hats, believing them to be different parasitic creatures from different planes

7

you will turn around if people walk behind you and warn them of the dangers of walking behind a void shadow, that void shadow being your shadow.

8

you will never sleep in a room with a bed nor lay on a bed, due to you seeing them as "dangerous astral dreadnoughts"

Multiplanar Spell-Casting Kit

At 1th level, the plane rifts grants you the ability to have extra spells prepared, these spells doesn't count towards the amount of spells you have prepared. The spells gained from this ability is determined through which of the planes that influences you that day. 

Each day you must roll 1d8, through that your extra spells prepared for that day is chosen via the spell kit tablet. 

Spell Kit Tablet

Material Plane - (1)

Sorcerer Level

Extra Spell Prepared

1st level

Mage Armor, Comprend Language

3th level

Blink, Slow

5th level

Legend Lore, Scrying

9th level

Gate

 

The Feywild - (2) 

Sorcerer Level

Extra Spell Prepared

1st level

Charm Person, Faerie Fire

3th level

Fly, Major Image

5th level

Dream, Modify Memory

9th level

True Polymorph

 

Shadowfell - (3) 

Sorcerer Level

Extra Spell Prepared

1st level

Disguise Self, Unseen Servant

3th level

Fear, Vampiric Touch

5th level

Mislead, Raise Dead

9th level

Imprisonment



Ethereal Plane - (4)

Sorcerer Level

Extra Spell Prepared

1st level

Illusory Script, Floating Disk

3th level

Gaseous Form, Hypnotic Pattern

5th level

Contact Other Plane, Planar Binding

9th level

Astral Projection

 

Fire Plane - (5) 

Sorcerer Level

Extra Spell Prepared

1st level

Hellish Rebuke, Burning Hands

3th level

Fireball, Daylight

5th level

Conjure Elemental, Passwall

9th level

Meteor Swarm

 

Water Plane - (6)

Sorcerer Level

Extra Spell Prepared

1st level

Create Or Destroy Water, Purify Food And Drink

3th level

Water Walk, Water Breathing

5th level

Conjure Elemental, Mass Cure Wounds

9th level

True Resurrection

 

Wind Plane - (7)

Sorcerer Level

Extra Spell Prepared

1st level

Fog Cloud, Feather Fall

3th level

Lighting Bolt, Sleet Storm

5th level

Cone Of Cold, Cloudkill

9th level

Storm Of Vengeance 

 

Earth Plane - (8)

Sorcerer Level

Extra Spell Prepared

1st level

Thunderwave, Entangle

3th level

Meld Into Stone, Plant Growth  

5th level

Commune With Nature, Wall Of Stone

9th level

Prismatic Wall

 

Planar Mind Casting

At the 1st level, due to the plane rift caused within your mind, your spell casting ability shifts and changes.  Thereby making your new spell casting ability wisdom. 

Your spell save DC therefor now equals = 8 + your proficiency bonus + your Wisdom modifier

Your spell attack modifier therefor now equals = your proficiency bonus + your Wisdom modifier

A Sight Beyond The Planes

At the 1st level,  you gain the ability to use your amazing sight to see beyond the very fabric of reality and thereby now have outstanding sight! but at the cost of also perhaps seeing further into the other planes. 

You gain double proficiency in the perception skill, however whenever you make a perception check, you must roll a d100 as well. The d100 determines how much of the other planes effect your vision and perception of the material plane. 

Cunning Planar Dodge

At the 6th, you learn through your rift experience how to cause certain body parts to disappear into another plane of existence for short amounts of time, literally giving yourself an outer body advantage. 

You can cause a target to miss their attack against you as a reaction, by making your body parts disappear into another plane. Roll a d20 with advantage, if you roll higher than their attack roll, the target misses their attack. this roll must however be made before the DM determines makes the attack roll.   

You can use this reaction a number of times equal to your wisdom modifier, with a minimum of one. You regain your uses after a long rest or being in the pocket plane for 5 minutes.

Planar Rift Mastery

At the 14th level you gain a mastery of causing planar rifts, and gain more knowledge of how the planar rifts work and how to enter a pocket plane - a plane between planes. This pocket plane regenerates your body if damaged and is a safe haven from dangers from other planes. 

 

Enter Pocket Dimension

You can once every 7 day enter you pocket dimension and regain all health as well as spell slots. However you can only spend 1d6 minutes in the pocket dimension. You can take 1d4 people with you into the pocket dimension, this must be rolled before using the feature.

When this feature is used, you can’t use this or Second Wind At A Planar Expense the next 7 days.   

 

Second Wind At A Planar Expense

If you die, roll a d20, if  you roll a 15 or higher your body is transported to a pocket dimension where your body is stabilized. After stabilization your body starts as normal to regenerate from the wounds, the regenerative stasis lasts 1d4 days, afterwards your body is cast back into the world once again. You suffer 1 point of exhaustion for this process. When this feature is used, you can’t use this or Enter Pocket Dimension the next 7 days.     

Multiplanar Supernova

At the 18th level you learn to gather the energy caused by the planar rifts to gather within you, causing 3d4 force damage in a 20 foot circle centered on you. Afterwards you release the energy causing a rift explosion, tearing the very fabric of reality in a 40 foot circle centered on you, causing 1d8 force damage, 1d8 cold damage, 1d8 fire damage, 1d8 acid damage, 1d8 thunder damage, 1d8 necrotic damage, 1d8 poison and 1d8 physic damage. 

Anyone within a 80 foot circle is frightened by the sight of the very reality they stand being ripped apart in front of them.     

After using this feature you suffer 2 points of exhaustion. 

Once you use this feature, you can’t use it again until you finish a short or long rest.

Previous Versions

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9/7/2019 8:54:13 AM
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5e
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