Sorcerer
Base Class: Sorcerer

guys it's just a planeswalker

Planar Attunement

At 1st level, you choose one plane to attune yourself with. this is used in later abilities

Planar Attunement
plane  

Ethereal

Force

Water

Cold

Earth

Bludgeoning 

Fire

Fire

Air

Thunder (sound)

Upper

Radiant

Lower

Necrotic

 

 

 

 

 

 

You gain proficiency and your proficiency bonus is doubled in checks on extra planar knowledge.

Air

At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.

Earth

At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.

Ethereal

At 1st level, you choose one plane you are attuned with. The damage type associated with each plane is used by features you gain later.

Fire

At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.

Lower

At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.

Upper

At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.

Water

At 1st level, you choose one plane to attune with. The damage type associated with each plane is used by features you gain later.

Astral Shroud

As magic of the astral sea flows through your body, it causes physical traits of your planar abilities to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, you have a blurry afterimage that makes it harder for you to pinpoint. When you aren’t wearing armor, your AC equals 13 + your Charisma modifier.

Planar Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your  attuned plane, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Plane Hopping

You have figured out how to pop in and out of your attuned plane. 

You can spend 5ft of movement speed to travel to your attuned plane, where you cannot attack or be attacked. that plane is considered difficult terrrain. you may use this ability a number of times equal to your charisma modifier+proficiency bonus

Additionally, you can spend 4 sorcery points to use this ability as a reaction

Master Planeswalker

You've done it. You've mastered plane walking. You can now attune to a different plane as a bonus action, losing your old attunement

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