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gateways between the worlds during creation, allowing the mingling forces from other planes to

trickle into the Prime Material plane. This cosmic event allowed for many dwellers of the transitio-

nal, inner, and outer planes to direct their will on those lesser than them between the worlds, bolste-

ring their presence and powers throughout the cosmos. Likewise, this interdimensional state also

gave way for the inhabitants of the Prime Material Plane to jump between the worlds themselves, san-

ctioning the knowledge of the inner workings of the universe for their own gain and protection. Your innate magic comes from the raw nature of the surrounding transitional and inner planes.

Your bloodline is that of those select few that dared to walk between the worlds in search of knowledge

and power. These discoveries have altered and developed your lineage’s minds quite differently than those

of your average race; unlocking the ability to sense openings, bends, and tears in the fabrics that part the

worlds, giving you the capability to peer and tread onto other planes, although briefly, at will.

Planar Mage

Planar Leap

When you choose this origin at 1st level, you can step through dimensions to cover large distances. You may teleport yourself up to your total movement in any direction. You may move and teleport in any order, so long as you have remaining movement to do so, but can only leap once during a turn. You may use this ability several times equal to 2 plus your sorcerer level per day, and regain expended leaps during a short or long rest.

Planar Magnitism

Starting at 1st level when using the Planar Leap feature, you roll a d8. Each side of the dice is associated with a certain plane, and upon entering the plane you may choose to bring back an effect from the plane you leapt through once per day as a reaction on your turn.

Beginning at 2nd level, you may spend 1 sorcery point each time you leap to magnetize to a plane in addition to your other use as a reaction on your turn and the effect lasts until the end of your next turn. The DC is equal to your spellcasting DC.

Astral Plane - Psychic Wind. All creatures within a 10-foot radius around you must succeed on an Intelligence saving throw or be stunned for one round until the end of your next turn.









Ethereal Plane – Blur. You become ethereal and all attacks or spells land with disadvantage agaisnt you until the end of your next turn.

Feywild – Pixie Quick. You gain a +2 bonus to you AC and have advantage on Dexterity saving throws intil yeh end of your next turn. You also grain advantage on any Attack action while under this effect.

Shadowfell – Corrupted Spell. Any damage spell you cast before the end of your next turn gains an additional 1d6 necrotic damage dice with its casting.

Elemental Plane of Air – Blasting Impulse. You reappear with a gusting wind centered around you. All creatures are pushed back 10 feet on a failed strength saving throw, and are unable to get close to you until the end of your next turn.

Elemental Plane of Earth – Power Landing. You land in a space with powerful force. All creatures in a 10-foot radius are knocked prone upon a failed dexterity saving throw, and the area around you is considered difficult terrain until the end of your next turn.

Elemental Plane of Fire – Heatstroke. A wearing heat wave blows in a 10-foot radius around you. All creatures in the area suffer 1 level of exhaustion upon a failed constitution saving throw that causes disadvantage on ability checks and attack rolls. This effect lasts until the end of your next turn.