Base Class: Sorcerer
Your innate magic comes from the expanse of the multiverse itself. Your very being has become a hot spot for planar activity. You may have been exposed to a planar portal, or you are a descendant of an extra-planar entity; you could have been born in a location where the planes cross into the material one or your ancestors made a deal with an other-worldly being. The magical power you emanate weakens the veil between the planes around you, giving you access to their magic. The elemental planes are yours to command, allowing you to pull them into your reality and harness their powers for you and your allies. You are adept at planar travel and cannot be easily remove from your current plane. Commanding the outer planes is not so easy, and traveling rapidly through them can weigh heavily on the mind and body, however this can be used to your advantage by sending your enemies crashing through them.
Planeshifted Sorcerer Quirk
At your option, you can pick from or roll on the Planeshifted Sorcerer Quirks table to create a quirk for your character.
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d6 |
Quirk |
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1 |
Parts of your body seem to briefly phase in and out of reality. |
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2 |
You constantly dream of other planes. |
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3 |
The material plane doesn’t feel like home to you, even though you’ve never left it, or so you think. |
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4 |
You randomly feel things that aren’t there; extra-planar influences. E.g. Rainfall on a sunny day, freezing cold while sitting by a fire, grass on your feet while inside. |
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5 |
You have taken on traits of the elemental planes, fire, water, air, and earth. E.g. You are extremely hot to the touch; your hair is constantly wet; you are unusually light for your size; you have hard, course skin. |
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6 |
Planar entities sometimes whisper to you, some good, some evil, and others incomprehensible. |
Expanded Spell List
Starting at 1st level, your extra-planar nature give you subtle control over the planes. You learn additional spells when you reach certain levels in this class, as shown on the Planeshifted Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Planeshifted Spells
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Sorcerer Level |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Elemental Storm
Starting at 1st level, you can weaken the veil between the planes, causing their magic to seep through. As an action you can pull forth the four elemental planes; Fire, Water, Air, and Earth. In doing so you create a 15ft radius of elemental chaos around you, it is centred on you and moves with you. Creatures of your choice, including yourself, inside the storm gain a damage bonus of 1d4 when they deal fire, cold, slashing, or bludgeoning damage. The storm lasts for up to 1 minute or until you lose concentration (as if concentrating on a spell). Creatures that leave the area lose this benefit at the end of their turn.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
This damage bonus increases to 1d6 at 6th level, 1d10 at 14th level and 1d12 at 18th level.
Planar Phasing
Starting at 1st level, when you take damage from an attack, spell or trap, you can use your reaction to briefly jump into the Ethereal Plane, causing you to take no damage. You return at the end of your next turn.
You can use this reaction a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
One with the Elements
You have learned how to somewhat control the elemental chaos. Starting at 6th level, when you use your Elemental Storm, you can spend 3 sorcery points. This allows you to choose one of the four elements. Creatures of your choice, including yourself, inside your Elemental Storm gain additional benefits based on which element you have chosen. Creatures that leave the area lose this benefit at the end of their turn.
In addition, the radius of Elemental Storm is also increased to 20ft for the duration.
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Element |
Effect |
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Fire |
All attacks deal an additional 1d4 fire damage. |
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Water |
Gain a +2 to their armour class. |
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Air |
Gain an additional 20ft of movement speed and doubles jump height. |
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Earth |
Gain temporary hit points equal to 1d4 + your Charisma modifier at the end of their turn. |
Plane Hopper
At 14th level, as an action, you can spend 5 sorcery points to cast the plane shift spell, without requiring any material components.
In addition, you gain advantage on saving throws against being sent to another plane, such as the banishment or plane shift spells.
Through the Cosmos
Beginning at 18th level, as an action, you can use this feature to send a creature you touch hurdling through the various planes of existence. The target disappears and must make a Charisma saving throw against your spell save DC, the target takes 10d10 Force damage and 10d10 Psychic damage on a failed save, or half as much on a successful one, as it crashes though the upper and lower planes. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space.
Once you use this feature, you must finish a long rest before you can use it again.
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