Homebrew Sorcerer Subclass: Astral Sorcerer

by DragoonKnight

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Astral Sorcerer


Astral Sorcerers usually come about when someone is thrown into the Astral Sea, or exposed to another dimension's energy due to some portal that passed through that place. These sorcerers gain the ability to call upon the power of the Astral Sea to move through space, and call allies from other planes. Sorcerers of this type often have eyes that are entirely black and glow blue when they cast spells, or have a shimmering presence around them, or their movements might seem slightly off, like gravity has slightly less of an effect on them.

Unarmored Defense

At 1st level, you call upon your astral body to surround and protect you from harm. When you are not wearing armor, your AC equals 10 + your Dexterity Modifier + your Intelligence Modifier. You can use a shield and still benefit from this feature.

Warp Space

You can add aspects of the space between planes to your spells, causing them to fly farther. Starting at 1st level, you can cast a spell with an extended range. To do so, you must spend 2 sorcery points, in addition to the spell slot, and any sorcery points used for metamagic.

The spell has an extended range equal to twice its normal range, unless it's a touch spell, in which case it gains a range of 30 feet.

Dash Through Planes

Beginning at 6th level, when you cast a spell, you can teleport immediately before or after the spell is cast. You teleport up to a number of feet equal to 10 times the spell's level, to a space you can see. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Open a Gate

You have learned to open portals in the Astral Sea, and can pull spirits from other planes. Starting 14th level, you can cast the conjure elemental, conjure fey, and conjure celestial spells by expending a number of sorcery points equal to the spell's level (using the normal casting time).

Once you cast one of these spells, you can't cast any of them until you finish a long rest.

Enter the Sea

At 18th level, you learn the astral projection spell, which does not count against your total spells known.

You can also cast this spell by expending 9 sorcery points. When you cast it in this way, you can cast it as a touch spell, targeting a single creature. An unwilling target can make a Wisdom save against your Spell Save DC. On a success, nothing happens.

 

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