Sorcerer
Base Class: Sorcerer

Your mind used to wander while you slept, drifting through fields of space unimaginably vast. After each visit, you felt the astral winds pull you back, invite you the join in their chaos. Something about the way your mind thinks, feels, and acts aligns with the winds, letting them infuse themselves into your mind. All you want is to know how to control your powers: channel it. 

astral transport

With this trait you move your body and any belongings on your body to the as though you were in the astral realm, even though in reality you are not. This makes you surprised at any encounter, and you have disadvantage on saving throws while in this form. It takes a turn to go in or out of this form. Too outsiders, you will look like a ball of shimmering light and silver cords.

mind wanderer

You can make your mind release from your body, allowing you to recharge sorcery points, etc, and it appears that you are sleeping, but if you travel too far, it may be hard to wake back up. You can use this during a short rest, and your body is treated as sleeping. If anything happens to your body that would wake you up, you leave the realm. 

Invade Mind

You and the target of the ability both roll a d20 and add your intelligence modifier to the result. If the final scores of both characters are within a range of two to each other, nothing happens. The winner gains temporary (1 minute) control of the other’s mind, actions, etc.You get this at level 18. You can only target targets below intelligence 16.

Astral body

Once per combat, you can choose to activate Astral body, letting go of your discipline against the astral winds. This allows you to, upon being attached, or having to make a saving throw, teleport randomly within five feet, also giving the attacker disadvantage on their next attempt to hit you. You get this at level six.

Astral gust

If you deal more than 5 damage with a spell to an opponent, they must make an intelligence saving throw. If they don't, you deal an additional 1d10 pyscic damage plus your intelligence modifier, and minus theirs. They also have 1d4 random languages they knew replaced with 1d4 random languages for 10 minutes. Your spells deal one extra damage. This bonus always applies when you use gust or gust of wind. The character hit is disoriented. You get this at level 6.

Phase shift

At level 14, when somebody attacks you, they use their intelligence modifier instead of any other modifier.

Previous Versions

Name Date Modified Views Adds Version Actions
4/5/2020 3:28:18 PM
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