Base Class: Sorcerer
Sorcerers of the Riftborn Bloodline carry the chaotic, reality-warping essence of the Abyss within them. Their magic is unstable, unpredictable, and dangerous, as their very existence is tied to the rifts—tears in space where the void seeps into reality. Some Riftborn were changed at birth, exposed to an open rift’s strange energy, while others survived a direct encounter with a rift, leaving them permanently marked by its power.
Level 3: Abyssal Echoes
Your spells reverberate across space, creating distortions of yourself or your magic. Whenever you cast a leveled spell, choose one:
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Echo Form: You briefly manifest a shadowy duplicate of yourself in an unoccupied space within 10 feet. This duplicate mimics your actions but does not deal damage and vanishes at the start of your next turn.
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Unstable Magic: One creature of your choice within 10 feet of you when you cast the spell takes force damage equal to half your Sorcerer level (minimum of 1).
Additionally, you learn the Misty Step spell, which does not count against your spells known. You can cast it once per long rest without expending a spell slot.
Level 6: Fractured Reality
Your connection to the rifts allows you to slip through space unpredictably.
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When you take damage, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see and gain resistance to the triggering damage.
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Additionally, when you cast a spell that forces a creature to make a saving throw, you can choose one creature that fails. That creature must roll a d4 and subtract the number from its next saving throw before the end of its next turn.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 14: Warpstep
You move in erratic, unpredictable ways, making you difficult to target.
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When you move on your turn, you can teleport up to half your movement speed instead of walking. This teleportation does not provoke opportunity attacks.
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When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on the attack. You then teleport up to 10 feet after the attack is resolved
Level 18: Abyssal Rift
You have learned to open a temporary rift into the Abyss itself. As an action, you create a 15-foot-radius sphere of distorting void energy centered on a point you can see within 60 feet. The rift lasts for 1 minute or until you dismiss it (no action required). While active, the rift has the following effects:
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Hostile creatures inside the rift take 2d8 force damage at the start of their turns.
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You can teleport up to 60 feet as a bonus action while inside the rift.
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Spells you cast within the rift ignore cover, and creatures cannot benefit from resistance to force damage.
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Creatures that die inside the rift vanish, their bodies consumed by the void.
Once you use this ability, you must finish a long rest before using it again.
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