Sorcerer
Base Class: Sorcerer

After breaking a cosmic law, your corporeal body has been banished to and imprisoned in the astral plane, yet a part of yourself and your magic still seeps through the cracks in reality. While your real body lies catatonic, you are able to project yourself into the material plane to carry out unfinished business, and to live the life that was robbed from you. You appear as a projection, a translucent copy of your former self. This projection should be treated with absolute care, as if it is destroyed then your connection with the material plane could be severed permanently, leaving you adrift in the astral plane.

An Astral Prisoner has both upsides and downsides, as you are now less restricted than ever in your new projected body, Yet far physically weaker, Finding it incredibly exhausting to interact with the material plane in any meaningful way.

Level 1: Projected Form

You are a projection, a state which comes with both its perks and downsides

Mostly Incorporeal: Enemies have disadvantage when trying to grapple or restrain you in any way, and you have advantage on saving throws to avoid being restrained 

Hardly there at all: It takes extreme amounts of magical energy for you to interact meaningfully with the world, when you make a strength check at any point you take 1d4+1 damage

Nothing but time: As your body withers in imprisonment, As your muscles waste away, All you can do is think. You gain -1 to your strength score and +2 to your intelligence score (To a maximum of 20). You can use either your charisma or intelligence modifier for spellcasting.

Inconsistent Presence: You can cast misty step without expending a spell slot and without using verbal or somatic components a number of times equal to your proficiency bonus. However, doing this is exhausting and after expending all uses of this you cannot use this feature again until a Long Rest

Additionally you can move through other creatures as if they are difficult terrain, if you end your turn in a creature space you both take 1d10 force damage

When you reach a Sorcerer level specified in the Astral Spells table, you thereafter always have the listed spells prepared.

Astral Spells
Sorcerer Level Spells
3 Mind Spike, Catapult, Command, Sleep
5 Slow, Fly
7 Dimension Door, Banishment
9 Animate objects, Telekinesis

Level 6: Prisoners Dilemma

Due to lacking physical constraints and the self preservation instincts that come with those, you are able to boost your spellcasting prowess at the cost of your projections health.

When casting a spell, you are able to sacrifice health in order to boost the effects of it.

When casting a damaging spell, you are able to spend one sorcery point and add extra damage dice, in turn you take 1d10+2 force damage for every damage dice added

When casting a spell that requires a saving throw, you are able to spend one sorcery point and increase the spell save DC. in turn you take 1d10+2 force damage for each additional number you add to your spell save DC

If damage from this feature takes you below 0 hitpoints, your illusion shatters and is dead. You are trapped in the astral plane unless brought back by a wish spell, in which case you are no longer in the astral plane and must pick a different subclass or class

Level 14: Gravity defiance

As a Bonus Action, your projection releases itself of the magic binding it to the ground. you have a Fly (Hover) Speed of 40.ft for one hour or until you dismiss it.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 2 Sorcery Points (no action required) to restore your use of this feature.

Level 18: Astral Execution

As an action, you can reach inside another creatures chest and attempt to crush an internal organ. You can expend 6 sorcery points to use this feature with a range of touch. The creature must make a DEX save contested by your spell save DC or take 10d10 Force damage. If a creature is killed by this damage, that organ is destroyed beyond repair. this feature cannot be used again until you Long Rest

Additionally, you may expend 3 sorcery points in order to move through objects as if they are difficult terrain for one hour. You take 1d10+2 force damage if you end your turn within an object.

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