Sorcerer
Base Class: Sorcerer

Your bloodline stems from an ancient race that had the inherent abilities to travel the planes without spell work, or your parents traveled the planes so often that that magic corrupted them in a way to bring about these abilities within you, leaving you to wonder where you belong within the world or if you even do, not knowing who else is out there with this same bloodline or even if you might be the last one. 

When you take this subclass your character should often ask themselves where they fit inside their world, are an sight seer, do they find that adventure is the only way to bring purpose to their world, or are they still trying to figure that out while they look for some way to figure out their gift. Or is it a curse?

Minds Apart

From 1st level, you can detect creatures thoughts within a 30 foot range, you have advantage on  Wisdom (Insight) checks

When you reach 3rd level in this class, You can cast Detect Thought Spell, Which doesn’t count against you number of sorcerer spells known. In Addition, you can cast it by spending 2 sorcery points or by expending a spell slot.

Astral Projecting

Starting at 1st level,  your mind is keyed in to the world around you, taking 10 minutes meditating you can free your mind from your physical form, while your in this form you are invisible to the anyone that doesn’t have True sight or can see within the Ethereal plane, you can also hover 30-foot radius from your body while in this way. While your in this Ethereal form any attack against you effect your physical body, if you take psychic damage you are stunted back in to your body and is pushed back 10 feet.

Starting at 6 level the time period to meditate is down to 1 minute and you can go up to a 60-foot radius centered on your body.

First Steps

At 6th level, you have started to awaken your inherent ability to travel,  As a bonus action, you can spend 3 sorcery points to teleport up to  60 feet to a point you can see, or within range of a place you know. For every Sorcery point beyond 3 you add 30 feet to your range, 4 would get you 90 feet, 5 would get you 120 feet.

When you use this feature you can only take yourself, Until you reached 14 level.

Leap of Faith

At 14th level, your true potential, you gain the spells, Plane Shift and Teleport which don’t count against your spells known. And you can use one of these spells once without using a spell slot. When you use this ability you can only take yourself, with out using a spell slot.

Reliable Travel

Starting at 18th level, you have learned the better ways to Travel the Planes, as well as enchantments to boost your Inherent Ability further. You can now take your Half your class level of creatures with you when your using “Leap of Faith,” and when you use these ability You aren’t targeted by “Mishaps,” instead you would be end up in a similar area of your target.

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