Existential Resonance

Your innate magic was born of an revelatory insight into the nature of existence. Beyond mortal comprehension, those who have experienced what they termed resonance, describe it as more real than real. After this deeply mystic experience, their perception of reality has been forever altered.

Afterwards, some see the world as an out-of-tune string in need of correction, others understand the world around them is but a window into a plane of unparalleled potential.

You may have been a scholar who discovered a discrepancy in the natural laws of the world only for it to correct itself moments later, or witnessed the world shift suddenly – the previous existence enduring within only your own memory. Perhaps you were the follower of a mystic and finally attained this enlightenment after years of disciplined meditation.

Or maybe you ate a rare flower or fungus that triggered your spiritual journey. Whatever the case, your eyes have been permanently opened, and your touch of understanding the beyond awaked great potential.

Alteration versatility

Starting at 1st level, your viewpoint allows you to alter the world for others more easily. You can learn two spells from the enchantment, evocation or illusion schools that are on the sorcerer, cleric, or warlock spell list. They must be of a spell level that you can cast.

They count as sorcerer spells for you, but don’t count against the number of spells you know. Whenever you gain a level, you can replace one of these spells with another spell that meets the same criteria.

Mind Manifestation

At 1st level, your perception of otherworldly metaphysics allows you to manifest the essence of another plane in your current position. As a bonus action, choose one planar type from the table below. You create a 10 foot radius sphere centered on yourself that lasts for 1 minute. Damage of the corresponding type dealt to creatures within the area is increased or decreased by 1d4.

You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.

Resonant Metamagic

At 6th level, your ability to change your spells are even greater when within reflecting on your resonance. When your Mind Manifestation is active, you can use any metamagic option, instead of only the ones you selected.

Sacred Unity

At 14th level, you more fully fall into the shared connection between all living things. Choose a number of creatures up to your sorcerer level within 60 feet. The creatures must be Tiny or larger, have a Charisma score of at least 3, and can’t be constructs or undead. You gain 2 temporary hit points for each chosen creature. Additionally, each chosen creature must make a Charisma saving throw against your spell save DC or be charmed by you until the end of your next turn.

Psychonaut

At 18th level, your understanding of the extradimensional alignment of consciousness is intuitive, though that enlightenment is fleeting. You can cast either the gate or astral projection spell using this feature without the need for material components. Once you cast either spell this way, you can’t use this feature again until after you finish 2d4 long rests.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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