Rift Exposure Image

Once every 24 hours, when you come within 5ft of a medium or larger spacial rift, or anytime you enter a rift, make a DC 14 Constitution saving throw. On a success, take 4d6 force damage. On a failure, take 8d6 force damage, then roll a d20, and apply an effect based on the list of permanent side effects below. A Greater Restoration spell allows you to attempt the saving throw again, and upon a success, end the permanent effect the exposure gave you. 

On a failed save:

1. You become permanently out of phase with the world around you. Your maximum hit points become halved, and you only gain half the hit points you would gain on a level up. This also makes you harder to hit. You gain +5 bonus AC.

2. The energy of the rift can't penetrate your body. You manifest a permanent subtle red aura around yourself that produces dim light up to 10ft. While this aura persists, the next time you hit 0 hit points, re-roll on this table, as the energy finally enters your body.

3. While you still reside in the present, your body appears to also be experiencing the past simultaneously, and the death curse has taken hold once more. Every dawn, your maximum hit points decrease by 1. You die if this effect reduces your hit point maximum to 0.

4. Your exposure has seeded a small understanding of the workings of reality into your mind. You can cast the spell Misty Step without expending a spell slot. Once you cast this spell this way, you cannot do so again until you finish a long rest.

5. You can channel some of the rift energy left within you to warp space around yourself or another creature. As a bonus action, you can make one creature within 30ft of you make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, you can move the creature up to 15ft in a direction of your choice. If made aware of what you're doing, a creature can choose to fail this saving throw.

6. As an action, you can channel the dunamantic magic within you to form a protective barrier. As an action, you can gain +2 bonus AC for the next 10 minutes. When this ability ends, the magic channeled through you takes its toll, and you gain 1 level of exhaustion. You can only use this ability once per short or long rest.

7. If you do not already have the spellcasting or pact magic ability, re-roll on this table. Your magic abilities have been compromised by your exposure. When you would cast a spell, before casting it, roll a D20. On a 5 or lower, roll on the Sorcerer's Wild Magic Surge table.

8. Your eyes become infused with magic. You gain the Darkvision ability. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Grey. If you already have Darkvision, you gain Darkvision up to 120ft instead.

9. Your weapon attacks become infused with rift energy. Once on each of your turns, you can choose to deal an extra 1d6 force damage on a weapon attack. When you do this, you suffer 1d6 force damage immediately after your hit.

10. The magic coursing through you hinders your every move, but also lashes out at those who would do you harm with a will of its own. Your speed is reduced by 10ft per round, and you have disadvantage on Dexterity saving throws. Any creature that hits you with a melee weapon attack takes 2d6 force damage on a hit.

11. Your eyes become overloaded with magical rift energy. You are blinded. 

12. Rift energy has empowered your movement. You can cast Freedom of Movement without the use of a spell slot or material components. Once you do this, you cannot do so again until you finish a short or long rest.

13. Rift energy has empowered your movement. You gain an additional 10ft of movement speed per turn.

14. The power of the rift has left a permanent scar on your body, and you feel your energy seeping out and into the world around you. Once per day, at dawn, you gain one level of exhaustion.

15. The power of the rift has left a permanent scar on your mind. At dawn each day, make a DC 15 Wisdom Saving Throw. On a failure, roll on the Long-Term Madness table. For the next 24 hours, you suffer the effect rolled. You can only have one long-term madness effect as a result of this ability at a time, and new long-term madness effects caused by this ability replace the old effect. 

16. Your exposure allows you to expose weak spots in the fabric of reality, and use them to your advantage. As a bonus action, you can choose one creature you can see within 30 feet of you, and expose it to raw dunamantic energy. Until the start of your next turn, the next time that creature is hit with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.

17. You gain the ability to manipulate space around you. As a bonus action, you can cast the Etherealness spell without expending a spell slot, but the spell ends at the start of your next turn.

18. If you do not already have the spellcasting or pact magic ability, re-roll on this table. You learn the spell Fissure. It does not count towards your known or prepared spells. You can cast Fissure without expending a spell slot once per short or long rest.

19. You can bend space to protect yourself from harm. Once per day, you can cast Globe of Invulnerability without using a spell slot or requiring material components. When this ability ends, the magic channeled through you takes its toll, and you gain 1 level of exhaustion.

20. Once per week, you can allow the rift energy left building within you to escape. As an action, you can unleash a dome of energy, in a 15ft radius, centered on yourself. Every creature other than yourself inside the dome must make a DC 15 Constitution saving throw. On a failed save, they take 10d10 force damage, or half as much on a successful save. At the end of the turn you use this ability, you drop to 0 hit points.

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Rift Exposure Image

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