Sorcerer
Base Class: Sorcerer

Your innate magic comes from the Aether, a mysterious underlying planar force. The Aether is everywhere, it surrounds everything and flows through everyone, allowing creatures to teleport and move between planes without being torn apart by planar forces. All Aether Bloodline sorcerers have eyes that resonate with the Aether, often resulting in strange colours or patterns in the eye.

Aether rifts

You can open two rifts in the Aether, no bigger than 10x10 ft, that are linked together. Any creature or object that enters one rifts exits through the other. These rifts take a bonus action to create and last for a number of rounds equal to your total level. They can be created in any space that you can see and must be within 100 ft of each other. Any object or creature traveling through them retains momentum. You may only have one set of rifts active at a time and you can dispel them at any time. Should your vision be obstructed, through the wearing of eye contacts, for instance, you are rendered incapable of opening rifts as it prevents you from seeing the Aether. You can use this ability up to your Charisma modifier per long rest. 

Body of the Aether

You gain resistance to force and psychic damage. 

Slash through time

Starting at 6th level, you may open a thin rip in the Aether to slash your enemy. As an action, you may spend 3 sorcery points to choose one target within 100 ft of you to make a Dexterity saving throw. On a failure, the creature takes 8d6 force damage, or half as much on a successful one.

Aether reflection

At 14th level, you learn to defensively utilise your rifts. If you make a successful saving throw against an attack, or an attack roll misses you, you can choose another creature (including the attacker) you can see within 120 feet of you. The attack targets the chosen creature instead of you. If the attack forced a saving throw, the chosen creature makes its own save. If the attack was an attack roll, the attack roll is rerolled against the chosen creature. You may use this feature once per short rest. Using this feature also dispels your active Aether Rifts.

Aether master

At 18th level, you gain a relative mastery over the Aether. All of your rift-related abilities increase in range to 1000 feet. You also gain immunity to force damage.

You learn to manipulate the Aether around and within other creatures. As an action, you may spend 6 sorcery points and compress the Aether in a creature that is within 1000 feet of you, and they must make a Constitution saving throw. If they fail, they take 10d10 Force damage. If they succeed, they take half the damage. 

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