Base Class: Sorcerer
Callings are magic users from other worlds, either summoned to this dimension for the purpose of fulfilling a favor / mission, or brought here by a twist of fate. The Summoner, however, never loses connection with his original world. They can draw magical energy from it, which allows them to cast spells, as well as travel to places between worlds. People of this world call them pocket dimension. For the Calling, this is the place that most closely resembles his home, to which he may never be allowed to return.
Depending on the circumstances of the summon, the Calling may be cursed by his summoner. This allows to make sure that he fulfills his mission. After its completion, most of the summoners try to find a way to move back to their dimension. Some, however, accept their new fate and lead a wandering life in a newly known world.
New Home sweet Home
If Calling has a strong connection with his home world he possesses an ability to fade into the dimensional rift and travel in direction of his original dimension. He can not go far however, because the journey is simply to long and requires tremendous amount of energy. When the Calling tries to make the it over for the first time, The Rift senses his goal and creates a pocket dimension somewhere between the two worlds. This pocket dimension resembles the Calling's home and sooner or later every Calling learns how to travel to this place safely.
As a Calling you can fade into the dimensional rift and enter your pocket dimension by a 5 min meditation ritual and spending 2 sorcery point. Note that it is extremely important to save those 2 last sorcery points, for that you can enter your pocket dimension and rest there. The pocket dimension is the only place where you can fully regenerate your magic which is explained in Vagrant feature where you will learn about a downsides of this subclass
The spells cast by an Calling form at first in his pocket dimension. As a caster you can use this to shoot a spell from another position than the one you are currently standing on. From 1st level you can cast spells from point in range 5 ft of you.
For every magic item that you are willing to transport into the pocket dimension you have to spend one additional, lowest level spell slot, as the highly concentrated magic in them is disrupting the dimensional tunnels.
Going out from pocket dimension is easier thus it doesn't require anything more than your action.
You can not take any creatures into your pocket dimension unless it possesses the ability to also fade into the dimensional rifts like you do.
If the spell is an area effect it can affect you to if you cast it from point in range of 5 ft or more from you
Teleportation spells also work if you cast them further away from you. They just have an increased range.
Summary: You can cast spells from point in range 5 ft of you (they shoot out of the dimensional rift)
By 5 min ritual and usage of 2 sorcery points you can appear in you pocket dimension.
You can emerge from your pocket dimension using an action
Vagrant
Your pocket dimension is the only place where you can fully refill your spell slots and sorcery points by resting, as it is the only accessible place filled with magic from your home dimension. When emerging from pocket dimension you appear in the same place where you have entered it. If this place is blocked by any obstacle, you emerge in the nearest free space available.
When inside your pocket dimension as a Calling you can not see, hear nor smell anything from outside world, but since magic is swiftly flowing through dimensional rift you can sustain a telepathic link if you or a creature on the other side have such ability.
To Enter your pocket dimension you need to make a 5 minutes meditation ritual and spend 2 sorcery points to enter a fading state and travel through Dimensional Rift. To exit your pocket dimension you only need an action. you need to be careful to never exhaust yourself to the point where you won't have two last remaining sorcery points. In this case you will need to gather scraps of magical energy that passes from your dimension into the other, slowly recovering your lost sorcery points. You regenerate only half of your sorcery points (rounded down) on long rest in this world.
You can not cast spells that require you to touch a target from your dimensional rift in increased range. But you can still cast them on 0 ft range of you to imbue your hands with magic an then touch a target. (this process takes an extra bonus action)
Summary: You can fully refill your sorcery points and spell slots only inside of your pocket dimension by resting
You can not cast touch spells at increased range and you need to spend an additional bonus action to cast touch spells normally
You can only regenerate half of your sorcery points (rounded down) while long resting in the current dimension
Otherworldly Energy
As a Calling you can not use the magical energy forom this dimension. Instead the magic surges from your home dimension through dimensional rift and into your pocket dimension. This magic is different than the one used in this dimension. You can shape it before it emerges from your pocket dimension and deprive the spell of any elemental properties. by doing this you let the pure magic from your home world run into battle surprising the enemy. By doing this you can create a new spell which was never seen before. However when you convert the powerful elemental magic into your domestic energy it comes with a prize of its power.
Starting from 1st level, while casting elemental magic you can choose if you want to deprive it from the elemental property that is possesses. By doing this the damage rolled will be cut in half (rounded down). The new spell created will be the same spell that you have cast but it will be as pure as a simple magic missile, which means that it would ignore any elemental resistances or vulnerabilities.
Summary: When casting an elemental spell you can change it's elemental property to pure magic, thus ignoring the elemental resistances or vulnerabilities, but the damage will be cut in half (rounded down)
Rift mastery
At 6th level you learn to shape shift the dimensional tunnels to your will and use your dimensional fading ability more versatile. Emerging from the pocket dimension now takes only your reaction. You can now cast spells from point in range 15 ft of you and emerge from your pocket dimension 10 ft away from the location that you have entered it (you need to see the location where you want to emerge, which is explained in the next point). From now on you will also learn to improve your dimensional tunneling skills and thus for every next 2 levels in this class from now on you will increase the range of both "cast from point" and emerging range by 5 ft
You also can hear and see the surroundings of the place that you have entered the dimensional rift, however if you decide to maintain the vision and hearing of the outside world you leave a magical trace to the invisible rift that you are currently using. The skilled mage can easily pinpoint the location of the rift an hurt you with a single target spell. (Wisdom DC17 save to locate the rift) The material weapons can also be thrown into the rift but they will not follow the dimensional tunel and hit you.
You also learn to fade only part of your body into the pocket dimension and by this you can pick any item from inside of it without spending anything more than an action. You can not however throw things into dimensional rift and hope that they will end up in your pocket dimension.
Summary: your "cast from point" range is increased to 15 ft and another 5 ft for every 2 levels in this class from now on
you can leave a hole in the rift to maintain vision and hearing of the outside world
while emerging from pocket dimension you can choose a place that you see up to 10 ft and another 5 ft for every 2 levels in this class from now on
Exiting your pocket dimension takes only your reaction
you can use your action to pic an item from an item from your pocket dimension
Interdimensional Magic Storage
As you progress further into dimensional fading techniques you learn how to hold a spell between dimensions storing it in your pocket dimension. When you enter your pocket dimension you can cast spells there for future usage. This process requires a lot of additional energy that is why you need to spend the numbers of sorcery points equal to the spells level in order to keep it stored.The spells will be orbiting around the place until they will be released by you. When releasing a spell you don't need to spend a spell slot any more as they are already have been cast.
Starting at level 14 you can store up to 3 spells inside your your pocket dimension and one additional spell for every 2 next levels in this class. However they can not be more complex than level 5. If the spell requires additional time to cast and you spend that time casting it inside pocket dimension it can be released instantly as the required time has been already spent.
Summary: You can store 3 + X spells of level 5 or lower inside your pocket dimension (X being every 2 next levels in this class [4 on lvl 16, 5 on lvl 18, 6 on lvl 20])by casting them there using a spell slot and spending Y sorcery points at each one of them (Y being the spell's level)
you can fire them one by one using your action and it does not consume any spell slots or points
Otherworldly Artillery
Your knowledge of mechanics of the Dimensional Rift has lead to perfecting the ultimate weapon. With your skills you can now cast any spell inside your pocket dimension and hold it there until a battle. As you now have a strong control over the dimensional tunnels you can send 2 spells at once from different dimensional rifts. You can either release 2 spells from your pocket dimension using both action and bonus action or cast one at that very moment using action and release another from pocket dimension using bonus action.
If you are able to and fire both spells at at least 90 degree angle at the enemy, so they will come from different sides, one of them (chosen by DM) will have advantage as long as the target doesn't possess some kind of powerful attention divisibility (like 2 heads of keen magic senses).
Summary: You can now hold spells in your pocket dimension without any restrictions
To hold them you need to spend X sorcery points (X being the spell's level) on each one
you can release two of them using your action and bonus action at the same time from different positions using dimensional rifts
If you fire 2 of your spells at the enemy at 90° or wider one of them will have advantage on hitting the enemy
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