sandmote
2021-09-24, 03:55 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/skQWY87KGxse)
Where the Chronurgy Wizard affects time, I wanted something that effects space. To avoid thematic overlap with the Graviturgy Wizard, I made is a sorcerer and astral plane themed.
Fluff
The astral plane connect the outer planes to each other, a vast expanse of thoughts or emotions stretching between points of interest. In some place the astral leaks onto the material or other planes, creating regions of instability. Creatures tend to vanish, reappear looking the same after long stretches of time, or report traveling to far off destinations. The energies in these areas are often far stronger than those experienced on the astral plane proper, and sometimes bind themselves to those who pass through. The result is often Astral Wind sorcerers, who begin to manifest side effects from the absorption of these energies.
Astral Traveler
You learn your choice of Abyssal, Celestial, or Infernal, the common languages of some of the creatures that regularly pass though the astral plane.
Starting at 1st level, you can use a bonus action on your turn to step along planar boundaries, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to teleport up to 10 feet without provoking opportunity attacks.
I feel like this conflicts with later features, but this knockoff of the Storm sorcerer was all I could really come up with. Suggestions welcome.
Planar Warp
At 6th level, you can create a warping space which deposits creatures a short distance from their previous location. As an action, you can choose a creature you can see within 60 feet, which is teleported up to 20 feet to a location you can see. An unwilling creature can make a Wisdom saving throw against your spell save DC to avoid being teleported.
When you use this feature, you can choose to spend 2 sorcery points. When you do so, a creature that was willingly teleported or one that fails its saving throw is stunned until the end of your next turn. You can choose to use this effect after the creature decides whether or not to make the saving throw but before the DM determines whether the saving throw succeeds or fails.
The odd stunning requirements are intended to reward players for cleverly betraying others. Stunning helps make sure the betrayal isn't necessarily lethal.
Astral Jaunt
Starting at 14th level, you can step into the astral plane from your current position, protecting yourself from harm. You can escape to the astral plane as a bonus action, leaving your current plant of existence. You reappear at the start of your next turn in an open space you could see when you vanished no more than 30 feet from where you disappeared.
Once you use this bonus action, you can't use it again until you finish a short or long rest, unless you spend 4 sorcery points to use it again.
Based on the 4e Seeker's Feywild Jaunt.
Astral Ages
Starting at 18th level, your connection to the astral, where creatures do not age at all causes you to age more slowly no matter the plane you are on. For every 10 years that pass, your body ages only 1 year.
Knockoff of the druid class feature; felt appropriate.
Gale of Thought
By 18th level, you can summon a powerful gale of thought from the astral plane as an action, standing inside its eye as it buffets the area. The gale is reinforced as long as you concentrate on it (as if concentrating on a spell) and takes 1 round to dissipate after your concentration ends. If you leave the eye of the gale your concentration on it ends immediately. When you summon the gale it forms a 30-foot-radius, 40-foot-high cylinder centered on you position. Each creature that stats its turn inside the gale must make a Constitution saving throw against your spell save DC. On a failed save the target takes 8d6 psychic damage and is pushed 10 feet away from you. On a success the target takes half as much damage and is pushed 5 feet.
Each gale has an eye, a safe location around you. The eye is as wide as your space and as tall as the gale. A creature inside the eye's space in immune to damage from the eye and cannot be pushed by it.
You can create a gale of thought once, and regain the ability to do so at the end of a short or long rest.
I wanted something that wasn't movement based, but it has ended up feeling wonky and possibly a bit weak. Still, an effect that lasts after concentration ends feels like it could be neat and have some clever uses.
Where the Chronurgy Wizard affects time, I wanted something that effects space. To avoid thematic overlap with the Graviturgy Wizard, I made is a sorcerer and astral plane themed.
Fluff
The astral plane connect the outer planes to each other, a vast expanse of thoughts or emotions stretching between points of interest. In some place the astral leaks onto the material or other planes, creating regions of instability. Creatures tend to vanish, reappear looking the same after long stretches of time, or report traveling to far off destinations. The energies in these areas are often far stronger than those experienced on the astral plane proper, and sometimes bind themselves to those who pass through. The result is often Astral Wind sorcerers, who begin to manifest side effects from the absorption of these energies.
Astral Traveler
You learn your choice of Abyssal, Celestial, or Infernal, the common languages of some of the creatures that regularly pass though the astral plane.
Starting at 1st level, you can use a bonus action on your turn to step along planar boundaries, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to teleport up to 10 feet without provoking opportunity attacks.
I feel like this conflicts with later features, but this knockoff of the Storm sorcerer was all I could really come up with. Suggestions welcome.
Planar Warp
At 6th level, you can create a warping space which deposits creatures a short distance from their previous location. As an action, you can choose a creature you can see within 60 feet, which is teleported up to 20 feet to a location you can see. An unwilling creature can make a Wisdom saving throw against your spell save DC to avoid being teleported.
When you use this feature, you can choose to spend 2 sorcery points. When you do so, a creature that was willingly teleported or one that fails its saving throw is stunned until the end of your next turn. You can choose to use this effect after the creature decides whether or not to make the saving throw but before the DM determines whether the saving throw succeeds or fails.
The odd stunning requirements are intended to reward players for cleverly betraying others. Stunning helps make sure the betrayal isn't necessarily lethal.
Astral Jaunt
Starting at 14th level, you can step into the astral plane from your current position, protecting yourself from harm. You can escape to the astral plane as a bonus action, leaving your current plant of existence. You reappear at the start of your next turn in an open space you could see when you vanished no more than 30 feet from where you disappeared.
Once you use this bonus action, you can't use it again until you finish a short or long rest, unless you spend 4 sorcery points to use it again.
Based on the 4e Seeker's Feywild Jaunt.
Astral Ages
Starting at 18th level, your connection to the astral, where creatures do not age at all causes you to age more slowly no matter the plane you are on. For every 10 years that pass, your body ages only 1 year.
Knockoff of the druid class feature; felt appropriate.
Gale of Thought
By 18th level, you can summon a powerful gale of thought from the astral plane as an action, standing inside its eye as it buffets the area. The gale is reinforced as long as you concentrate on it (as if concentrating on a spell) and takes 1 round to dissipate after your concentration ends. If you leave the eye of the gale your concentration on it ends immediately. When you summon the gale it forms a 30-foot-radius, 40-foot-high cylinder centered on you position. Each creature that stats its turn inside the gale must make a Constitution saving throw against your spell save DC. On a failed save the target takes 8d6 psychic damage and is pushed 10 feet away from you. On a success the target takes half as much damage and is pushed 5 feet.
Each gale has an eye, a safe location around you. The eye is as wide as your space and as tall as the gale. A creature inside the eye's space in immune to damage from the eye and cannot be pushed by it.
You can create a gale of thought once, and regain the ability to do so at the end of a short or long rest.
I wanted something that wasn't movement based, but it has ended up feeling wonky and possibly a bit weak. Still, an effect that lasts after concentration ends feels like it could be neat and have some clever uses.