Base Class: Sorcerer
Dunamis Sorcery
You are the culmination of the primal magical energy known as Dunamis, which governs and shapes reality through its connection with the aspects of time and gravity. Your Dunamis connection could have come from direct exposure to raw Dunamis as a child, from a temporal experiment gone awry, or from an accident involving a gravitational anomaly.
Dunamis and Dunamancy come from Explorer's Guide To Wildemount, as such, talk to your DM about using this subclass and work with them to fit Dunamancy into their world or campaign. Additionally, you can roll on or pick from the Dunamis Sorcery Quirks table to further flesh out your character as a conduit of Dunamis.
Dunamis Sorcery Quirks
d6 Quirks
- You age well, freakishly well.
- You often finish others sentences, almost as if you knew what they were going to say.
- When your emotions rise, so do small objects around you.
- You breath (or cough) out Dunamis after casting a spell or using a Dunamis Sorcery Feature.
- You unconsciously hover a few inches while you sleep.
- Your eyes are a misty grey, but turn black as you cast a spell or use a Dunamis Sorcery Feature.
Dunamancy
Your connection to Dunamis allows your to learn spells from the Dunamancy Spell List in Explorer's Guide To Wildemount. At 1st level, when you Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can chose the new spell from the dunamancy spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Temporal Connection
Being in tune with the temporal aspects of Dunamis, you can see future timelines to avoid danger. At 1st level, you gain a bonus to your initiative rolls equal to your charisma modifier (minimum of 1).
Gravitational Adjustments
Your Dunamis power grows, you are now able to manipulate the gravity which affects things. At 6th level, as an action, you can magically alter the weight of a number of creatures or objects equal to your charisma modifier you can see within 30 feet of you. Additionally, you can select targets past you limit by spending one sorcery point per additional target. The objects or creatures must be Huge or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
Self Time
At 14th level, your temporal control grows to the point that you control times hold on you. You can't be magically aged unless you choose to be aged. You won't age naturally unless you choose to, however, this feature doesn't mitigate the effect of old age is you were old before acquire this feature or allowed yourself to age.
Self Gravity
At 14th level, your gravitational control now allows you take full control of gravity's hold on you. You gain a permanent flying speed of 30 feet as you manipulate gravity.
Dunamis Mastery
You are the supreme conduit of Dunamis in the world, at 18th level you gain the ability to cast spells you learned from the Dunamancy Spell List by spending sorcery points equal to the spells level instead of using a spell slot. If cast this way, the spell requires no verbal, somatic, or material components.
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