Sorcerer: Voidtouched
Hit Points
Hit Dice: d6 per Sorcerer: Voidtouched level
Hit Points at first Level: Same as Sorcerer
Hit Points at Higher Levels: Same as Sorcerer
Proficiences
Armor: Same as Sorcerer
Weapons: Same as Sorcerer
Tools: Same as Sorcerer
Saving Throws: Same as Sorcerer
Skills: Same as Sorcerer
Subclass Options
Shimmering Cloud
At 1st level, the powers of the void come to your protection. When you cast a spell using a sorcerer spell slot, you spend one sorcery point to create a cloud of glowing stardust around you. The cloud sheds dim light in a 10-foot radius. The cloud has hit points equal to 5 times the level of the sorcerer spell slot expended. Whenever you take damage, the cloud shifts to protect you, taking the damage instead. The cloud lingers until it is reduced to 0 hit points, or until you take a short or long rest.
Bend Space
At 6th level, you gain the ability to collapse distance. As an action, you can spend one sorcery point to force a creature you can see within 30 feet of you to be forcefully warped. The target must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 30 feet to an unoccupied space you can see. A willing creature can choose to fail this save.
Additionally, as a reaction to being hit by an attack, you can spend two sorcery points to negate the damage and magically teleport yourself to an unoccupied space within 30 feet of you.
Psychic Mirror
At 14th level, you gain the ability to shield your mind and redirect psychic energies to the creatures around you. You can't be targeted by any divination magic or perceived through magical scrying sensors.
Additionally, when you take psychic damage, you can use your reaction to spend one sorcery point to negate the damage, and each creature within 5 feet of you must succeed on a Wisdom saving throw against your sorcerer spell save DC or take psychic damage equal to the damage negated.
Unleash the Void
Beginning at 18th level, as an action, you can create an unstable tear in the multiverse in a jagged 5 foot line starting at a point within 60 feet of you. All creatures that are within, or move within, 30 feet of the tear who can see it must make a Wisdom Saving throw against your spell save DC or become frightened of it. While frightened in this way creatures are overcome with dread and must take the Dash action to move directly away from the void on their turn.
Any creature that enters the same space as the tear must make a Constitution saving throw against your spell save DC or take 4d10 force damage, or half damage on a success. At the end of your next turn, the planar rift collapses, and all creatures within 15 feet of the rift must make a Constitution saving throw or take 8d10 force damage, or half damage on a success.
Once you use this ability it cannot be used again until you finish short or long rest.
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