Base Class: Sorcerer
Your innate magic comes from your ability to channel the energy of the multiverse. You may have been exposed to the pure Elemental Chaos energy, or the Ethereal Plane, or your family was blessed by an elemental god. Maybe you were simply born with a natural sympathy for the multiverse, or perhaps you honed your natural magic to sync you up with the alternate planes.
Realm Hopping
At 1 level, you gain the ability to use an action to open up portals to any inner realm within 30 feet of you. The portals appear as shimmering white circles, and can be anywhere between one to ten feet in diameter, and nothing can pass through unless you want it to. You cannot control the shape of the portal, and once you choose its location, you cannot move it, without dismissing it as an additional action and summoning another as an action. The portal can last up to an hour, unless you dismiss it.
Phase Shifting
At 1 level, you can cause your body to enter a state called Phase Shifting, where your physical form becomes trapped between the material and ethereal plane. Every time you cast a spell, you can channel ethereal energy into your magic. In addition to the usual effects of the spell, the creature must make a Wisdom saving throw against your spell save DC, or take an additional 2d8 damage. In addition, anyone who touches you takes 1d6 damage, and any weapon that touches you has a 1 in 4 chance of breaking. This ability lasts up to four turns and can be used once per short rest.
Elemental Channeling
At 6 level, you gain the ability to establish a brief connection to one of the four elemental planes, channeling its power through your body and granting you temporary abilities. This ability can be used as an action or reaction, granting you differing powers. Your body requires a short rest after channeling these energies. This ability cannot be used in tandem with your Phase Shifting ability.
- If you channel the fire plane, you gain immunity to fire damage, you can add 1d8 fire damage to any fire-based spell you cast, and any metal object that touches you gains the effects of the Heat Metal spell. You can also speak Ignan. This ability can last for up to two turns.
- If you channel the water plane, you gain immunity to cold damage and can use any water source around you to form a weapon made of water. You have proficiency with the weapon, it counts as magic damage, and you can ignore any one resistance or immunity of the creature you’re attacking. You can also speak Aquan. This ability lasts for up to two turns.
- If you channel the air plane, you gain the ability to fly at twice your walking speed. You can also summon winds from the four corners to move anyone or anything. If you wish to prevent someone from moving or move them around anywhere, they must make a Strength saving throw against your spell save DC. On a failed save, you can move them up to 60 feet in any direction, including up. The distance is halved if they succeed. If you wish to move an object, treat it as the Catapult spell, with the weight of the object you can move being 1 to 10 pounds rather than 1 to 5. You can also speak Auran. This ability lasts for up to four turns.
- If you channel the earth plane, you gain resistance to any non-magical damage until this ability ends. Your strength doubles and you gain a burrowing speed equal to your walking speed plus 10. You can also move small chunks of stone and dirt within 30 feet of you, dealing up to 2d6 bludgeoning damage. You can also speak Terran. This ability lasts up to four turns.
Powerful Energies
At 14 level, you gain the ability to open portals to the outer planes as well as the inner ones. In addition, as a bonus action, you can move the portal you create up to 60 feet in any direction. You cannot use these portals to bring people back from the dead, since their souls will be tied to their respective afterlives. You also gain the ability to summon energy from the Astral plane to restore two spell slots of up to third level, but only once per short rest.
Stronger Elemental
At 18 level, you become strong enough to channel the energies of the Elemental Chaos at once, giving you the ability to use all of the elemental powers at once for twice the time. However, this ability can only be used once per long rest. This feature replaces the Elemental Channeling ability.
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