Sorcerer
Base Class: Sorcerer

Your innate magic comes from the energy connecting the planes themselves. You've always known that distance is only an illusion, and you are forever roaming the Byways - the shortcuts among the spaces between the worlds. Traveling is in your blood, and you feel compelled to use your abilities to explore the world and the planes beyond.

Riftwalker Spells

1st-level Riftwalker feature

You learn additional spells when you reach certain levels in this class, as shown on the Riftwalker 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.

Riftwalker Spells
Sorcerer Level Spells
1st shield, longstrider
3rd blur, misty step
5th blink, sending
7th banishment, freedom of movement
9th passwallteleportation circle

Riftwalk

1st-level Riftwalker feature

On your turn, you can convert a portion of your movement into a teleport of the same distance. The maximum distance you can teleport with this feature equals 5 feet times your proficiency bonus. You can use this a number of times equal to your proficiency bonus, and then cannot use it again until taking a long rest unless you expend a spell slot of first level or higher for each additional use. 

Metaportation

1st-level Riftwalker feature 

You can use sorcery points to enhance the effects of teleportation. Starting at first level, you can choose two teleportation metamagics which you will be able to use starting at 2nd level. You gain an additional metamagic at 6th, 14th, and 18th levels. Additionally, when you gain a level in this class you can choose one of the teleportation metamagics you know and replace it with another option you could learn at that level.

If you use a teleportation metamagic with a spell or feature that grants multiple instances of teleportation within a single action, the metamagic effect applies to only one of those instances.

At level 2 you can apply a single metamagic effect to a teleport. This increases to two effects at level 14, and three at level 18. In all cases, you cannot spend an amount of sorcery points greater than your proficiency bonus when enhancing a teleport using this feature.

Far Step

When you teleport, you can spend 1 sorcery point to double the distance of the teleport.

Forceful Arrival

Prerequisite: 6th level

When you teleport, you can spend 2 sorcery points to create a shockwave when you arrive. Creatures within 10 feet of your destination must succeed a STR saving throw or be pushed 10 feet. Creatures can choose to fail this saving throw.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you.

Out of Phase

Prerequisite: 14th level

When you teleport, you can spend 3 sorcery points to gain resistance to all damage except psychic and force damage until the start of your next turn.

Portal

Prerequisite: 18th level

When you teleport, you can spend 6 sorcery points to sustain a portal in your origin and destination spaces for up to 1 minute as if you were concentrating on a spell. While the portal is open, creatures that enter the portal at the origin point are teleported to the destination point and vice versa as if they were adjacent spaces.

Projection

Prerequisite: 6th level

When you cast a teleportation spell with a target of self, you can spend 3 sorcery points to target a willing creature you can see within 30 feet instead. You determine the destination square of the teleport.

Slashing Wake

When you teleport, you can spend 1 sorcery point to release a burst of force in your wake. Immediately after you leave your space, each creature within 5 feet of that space takes 1d6 force damage. You can increase this damage by 1d6 for each additional sorcery point spent.

Stutter Step

Prerequisite: 14th level

When you teleport, you can spend 2 sorcery points to break the movement into two consecutive teleports that add up to the total distance available. In between these teleports, you appear just long enough to establish line of sight to a destination point. If an additional metamagic is used along with this one, that effect applies to both teleports and the midpoint counts as both an origin and destination space.

Swap

Prerequisite: 6th level

When you teleport, you can spend 2 sorcery points to target a destination space within the range of the teleport that is occupied by a creature of medium or smaller size. The target must succeed on a Charisma saving throw or swap places with you. A creature can willingly fail this saving throw. On a successful save, the teleport fails. If the failed teleport originated from a leveled spell, none of the spell effects occur and the spell slot is not expended.

Synchronous Leap

When you teleport, you can extend the effect to adjacent willing creatures at the cost of 1 sorcery point per additional creature.

Twist of Space

Prerequisite: 18th level

When you teleport, you can spend 5 sorcery points to warp the space around you as you go. Creatures within a 30 foot radius of the teleport's origin must make a Charisma saving throw. On a failed save, you teleport it up to 30 feet to an unoccupied space within the affected area that you can see from either the origin or the destination point. Targeted creatures can choose to fail this save.

Waypoint

Prerequisite: 14th level

When you teleport to a destination within 1 mile, you can spend 4 sorcery points to hold the origin point in your mind for 1 minute as if you were concentrating on a spell. While this effect is active, you can use an action to return to the teleport's origin point.

Blink Away

6th-level Riftwalker feature

When you are targeted by an area spell, you can use your Reaction to expend a use of your Riftwalk feature to teleport a distance equal to 5 feet times your proficiency bonus. If this movement takes you out of the area of the spell, you are not affected by it.

Spatial Lock

14th-level Riftwalker feature

You exert full control of the fabric of space around you. You cannot be teleported against your will, and no creature may teleport into or out of any space within 10 feet of your position unless you allow it.

Teleport Master

18th-level Riftwalker feature

When you enhance a teleport with sorcery points, the first point you spend is free. Additionally you can apply up to three enhancements to a teleport, but you still cannot spend an amount of sorcery points greater than your proficiency bonus.

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