Sorcerer
Base Class: Sorcerer

Through some mistake in the multiverse, or some divine providence, sometimes the soul of a person can be placed in a space that was not intended for it, and without its body it yearns, pulling on its material form with some incredible power. This can have disastrous effects on the body, more often than not killing it instantly. Though rare, there is a chance that a person like this will survive, when this happens, and with immense amounts of training and practice, a person can focus this strange phenomenon into strange and powerful abilities. 

Known as a Dislocated Soul, this phenomenon manifests itself very rarely and those in whom it does are cursed as well as blessed. The blessing appears with magnificent powers and abilities throughout their lives, granting them abilities that warp reality around them, as the soul's growing power attempts to pull the body to it. The curse appears once the body has died, without a soul there is no after life, no deity can lay claim on the soul, so it just wanders an eternal plain of nothing. To some, this prospect horrifies, so they embark on journeys with the desire to find their soul, retrieve it, allowing their afterlife to exist. One with a Dislocated Soul may have more difficulty in any for of resurrection, as this would normally return the soul to the body. It can be done, and has been done, but it has also failed, for seemingly no reason. Dislocated Souls baffle many, and their seeming neglect for reality frightening others, to understand them would allow even greater power, but there are few that are brave enough to attempt it.

Soul Unbound

Starting at 1st level, your lack of a soul allows you to remain impassive in situations that would curdle another's blood as well as protecting your mind from outside influence.

You have advantage on saving throws against being charmed or frightened.

Intangible Tangibility

At 1st level, your soul, though distant, can react to quickly pull its body out of danger.

As a reaction, when you take damage, you can teleport up to 30 feet after taking the damage. You can use this feature a number of times equal to your Charisma modifier (minimum of once), you regain all expended uses at the end of a long rest.

Starting at 6th level, when you use this feature, you gain resistance to all damage from the triggering effect.

Dimensional Twitch

Starting at 6th level, you constantly, but briefly, flicker between realities and with careful practice, you can use this to your advantage, bypassing your enemies' defenses.

When you cast a spell, you can spend 1 sorcery point to change any damage the spell would do to force damage.

Additionally, when you cast a spell that requires an attack roll, you can spend 1 sorcery point to cause it to briefly jump between realities as it travels, ignoring any cover your target may have.

These effects can be used in tandem.

Umbran Protection

Starting at 14th level, your body's incapacity to remain in one reality for long has become such that things in that reality have difficulty affecting you.

You gain resistance to force damage as well as bludgeoning, piercing and slashing damage from non-magical sources.

As a reaction, when another creature within 30 feet of you takes damage, you can briefly shunt their body of existence, granting them the same resistances gained from this feature. You can use this reaction a number of times equal to your Charisma modifier (minimum once) and regain all expended uses at the end of a long rest.

Soulful Tear

Starting at 18th level, the pull your soul has on your body has lifted some of the restrictions reality has placed upon you, creating tears in reality at will, allowing you and others to teleport instantly.

Instead of moving normally, you can teleport a distance up to your movement speed to an unoccupied space. Additionally, standing up from prone costs no movement.

As an action, you can create a tear in reality beneath a creature within 30 feet of you. If the creature is not willing, it must succeed on a Wisdom saving throw against your spell save DC to avoid the effect. Otherwise, the creature is teleported up to 60 feet to an unoccupied space you can see. An unwilling creature that succeeds on this saving throw is immune to the effect for 24 hours.

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