Sorcerer
Base Class: Sorcerer

Another effect of the Rift and its cataclysmic closing was that some people around it were affected in their blood, gaining an innate ability to cast spells, but in an instinctive way. They very nature of the Rift also changed them deeply, as they are not only flesh and blood, but also mana, light, and shadow.

Child of the Rift Origin Spells

1st-level Child of the Rift feature

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Child of the Rift Spells
Sorcerer Level Spells
1st guiding bolt, protection from evil and good
3rd aid, pass without trace
5th daylight, nondetection
7th banishment, death ward
9th greater restorationhallow

 

Rift Magic

1st-level Child of the Rift feature

Immediately after you cast a sorcerer spell of level 5 or lower, roll 1d20. If you roll equal to or lower than your proficiency bonus, the spell slot is not spent. 

Rift Deflection

6th-level Child of the Rift feature

You can tap into the power of the rift and become harder to hit. As a bonus action, you can spend 1 sorcery point to take take the Dodge action, as well as gain advantage on all saving throws until the start of your next turn

Offering to the Rift

14th-level Child of the Rift feature

You can offer your body in exchange for more power. You can use a bonus action to lower your current Hit Points and Hit Point maximum by 10 to immediately regain spent sorcery points equal to your Constitution modifier. 

Open the Rift

18th-level Child of the Rift feature

You open up a rift in the planes. As an action, you create a planar rift within 120ft of you. Hostile creatures within 60ft of the rift must make a Charisma saving throw against your spell save DC or be pulled into it. Creatures that fail the saving throw take 8d10 force damage and are pulled inside and thrown to a random plane of existence. Creatures not native to your current plane have disadvantage on the saving throw, and are sent back to their original plane on a failure. On a successful save they take half damage and are moved 30ft towards the rifts center. 

The rift lasts until the end of your next turn.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Previous Versions

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