Sorcerer
Base Class: Sorcerer

Your innate magic stems from a rare, harmonic resonance with the fabric of the multiverse. While other sorcerers manifest raw elemental power or cosmic entropy, your soul acts as a beacon for planar entities. Using your wits and charm, you can anchor ephemeral spirits from other planes directly to your soul, using them as conduits for unique magic and protective auras.

Level 3: Planar Attunement / Aetherial Manifestation

Planar Attunement

Your magic relies heavily on your spiritual awareness of the multiverse. You gain the following benefits:
• Dual Spellcasting: When you cast a sorcerer spell that forces a creature to make a saving throw, you can use
either your Charisma or your Wisdom modifier to determine the spell save DC.
• Planar Insight: You gain proficiency in your choice of either the Insight or Religion skill, and you can add your
Wisdom modifier to any Charisma checks made to interact with extraplanar entities (Celestials, Fiends, Fey,
Elementals, or Aberrations).

Aetherial Manifestation

 As an action, you can manifest a minor familiar from an overlapping plane. The familiar takes on a ghostly, semi-transparent form and does not occupy a space. It hovers within 5 feet of you, moves with you, cannot take damage, and cannot take actions or attacks.

You can dismiss the familiar at any time (no action required). It automatically vanishes if you are incapacitated or die.
Choose one of the following minor spirits to manifest:
• Fey Sprite: You gain a +2 bonus to passive Perception and Initiative. While manifested, you learn the Faerie Fire
spell, and it counts as a sorcerer spell for you.
• Shadowfell Shade: You gain darkvision out to a range of 60 feet (if you already have darkvision, its range
increases by 30 feet). While manifested, you learn the False Life spell, and it counts as a sorcerer spell for you.
• Elemental Spark: You gain resistance to your choice of Fire, Cold, or Lightning damage. While manifested, you
learn the Absorb Elements spell, and it counts as a sorcerer spell for you.
• Mechanus Gearcore: You gain proficiency in one tool of your choice, and you have advantage on saving throws
against being paralyzed. While manifested, you learn the Command spell, and it counts as a sorcerer spell for you.
• Limbo Anomaly: You learn the Prestidigitation cantrip. In addition, when you drop a held item, it hovers in place
instead of falling. While manifested, you learn the Chaos Bolt spell, and it counts as a sorcerer spell for you.
• Celestial Spark: You gain a +1 bonus to your AC. While manifested, you learn the Bless spell, and it counts as a
sorcerer spell for you.
• Abyssal/Fiendish Mote: You gain resistance to poison damage. While manifested, you learn the Ray of
Sickness spell, and it counts as a sorcerer spell for you.

Level 6: Planar Convergence

As an action, you can spend Sorcery Points to summon a powerful planar familiar. When you summon a familiar, you choose its Plane and its
Tier. The Tier you choose dictates the Sorcery Point cost, the strength of the passive Planar Gift, and which Conduit
Spells you can cast using your sorcerer spell slots.
A convergent familiar lasts for 1 hour, or until you dismiss it, die, or use this feature again. Like your minor
manifestations, these familiars do not occupy a space, move with you, and cannot be targeted or harmed.

Planar : Tier & Cost : Planar gift (passive buff) : Conduit spells

The Feywild

  • Tier 1 (2 pts) : Advantage on saving throws against being charmed. : Misty Step
  • Tier 2 (4 pts) : Advantage on saving throws against being charmed or frightened; your speed increases by 10 ft. : Misty Step, Hypnotic Pattern, Charm Monster
  • Tier 3 (8 pts) : Tier 2 benefits, plus creatures have disadvantage on saving throws against your Enchantment and Illusion spells. : Misty Step, Hypnotic Pattern, Charm Monster, Mislead, Otto's Irresistible Dance

 

The Elemental Chaos

  • Tier 1 (2 pts) : Choose Fire, Cold, or Lightning. You gain resistance to that damage type. : Absorb Elements, Scorching Ray
  • Tier 2 (4 pts) : Choose Fire, Cold, or Lightning. You gain resistance to that type, and your spells ignore resistance to that type. : Absorb Elements, Scorching Ray, Fireball, Elemental Bane
  • Tier 3 (8 pts) : You gain resistance to Fire, Cold, and Lightning. Your spells ignore resistance and treat immunity to these types as resistance. : Absorb Elements, Scorching Ray, Fireball, Elemental Bane, Cone of Cold, Chain Lightning

 

The Shadowfell

  • Tier 1 (2 pts) : You can see normally through magical darkness up to 30 feet. : Darkness
  • Tier 2 (4 pts) : You can see normally through magical darkness up to 60 feet, and you can take the Hide action as a bonus action. : Darkness, Shadow Blade, Vampiric Touch
  • Tier 3 (8 pts) : Tier 2 benefits, plus you gain a flying speed equal to your walking speed, and you can hover. You can move through solid objects as if they were difficult terrain (taking 1d10 force damage if you end your turn inside). : Darkness, Shadow Blade, Vampiric Touch, Shadow of Moil, Enervation, Circle of Death

 

Mechanus (Law)

  • Tier 1 (2 pts) : You cannot roll below a 5 on any ability check using a skill you are proficient in. : Command
  • Tier 2 (4 pts) : When you or a creature you can see rolls with advantage or disadvantage, you can use a reaction to cancel it, forcing a normal roll. : Command, Hold Person, Counterspell
  • Tier 3 (8 pts) : Tier 2 benefits, plus whenever you make an attack roll, ability check, or saving throw, you can treat a d20 roll of 9 or lower as a 10. : Command, Hold Person,
    Counterspell, Locate Creature, Hold Monster, Wall of Force

 

Limbo (Chaos)

  • Tier 1 (2 pts) : When you cast a spell that deals damage, you can change the damage type to another type of your choice from a d6 table. : Chaos Bolt
  • Tier 2 (4 pts) : When you cast a sorcerer spell, you can roll a d6. On a 6, regain 1 spent Sorcery Point. : Chaos Bolt, Alter Self, Blink
  • Tier 3 (8 pts) : Tier 2 benefits. Once per turn when you cast a spell, you can roll on the Wild Magic Surge table. You choose whether the rolled effect happens or not. : Chaos Bolt, Alter Self, Blink, Confusion, Polymorph, Mislead

 

The Upper Planes

  • Tier 1 (3 pts) : When you cast a spell that restores hit points, add your Wisdom modifier to the healing done. : Lesser Restoration, Prayer of Healing
  • Tier 2 (5 pts) : At the start of each of your turns, you or one ally within 10 ft gains temporary HP equal to your Wis + Cha modifier. : Lesser Restoration, Prayer of Healing, Revivify, Aura of Life
  • Tier 3 (10 pts) : Tier 2 benefits. You cast a radiant aura in a 30-ft radius. Allies in the aura have advantage on all saving throws, and enemies take radiant damage equal to your Cha modifier when entering or starting their turn there. : Lesser Restoration, Prayer of Healing, Revivify, Aura of Life, Holy Weapon, Heal

 

The Lower Planes

  • Tier 1 (3 pts) : You gain resistance to fire damage, and you have advantage on saving throws against being poisoned. : Hellish Rebuke, Blindness/Deafness
  • Tier 2 (5 pts) : You gain resistance to fire and poison. Once per turn, when you hit with a spell attack, deal bonus fire or necrotic damage equal to your Cha modifier. : Hellish Rebuke, Blindness/Deafness, Fireball, Summon Fiend
  • Tier 3 (10 pts) : Tier 2 benefits. When you cast a spell that deals damage, you can choose to make all its damage necrotic or fire. If a creature dies from this damage, it rises as a Ghoul under your control for 1 minute. : Hellish Rebuke, Blindness/Deafness, Fireball, Summon Fiend, Insect Plague, Harm

Level 14: Shared Resonance

When you use a Metamagic option ona spell granted by your manifested or convergent familiar, the Sorcery Point cost of that Metamagic option is reduced by 1 (to a minimum of 1 point).


Additionally, as a bonus action, you can swap your active convergent familiar for a different one of equal or lower tier by spending 1 Sorcery Point, instead of paying its full summoning cost.

Level 18: Perfect Tether

You can now have two familiars manifested simultaneously (one minor spirit from your 1st-level feature, and one powerful spirit from your 6th-level feature). They share your
space together.


Furthermore, while you have a convergent familiar active, you can cast its highest-level Conduit Spell once without expending a spell slot. You must finish a long rest before you can do so again.

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