Base Class: Sorcerer
Your innate magic comes from the Aether or the Sigil or the Positive Energy Plane. Whatever fascial energy binds the physical world empowers you. Your connection to this mystic membrane allows you to instantly leap from one point in space to another. Your arcane locomotion is not through portals or the Shadowfell or pocket dimensions. Blink Mages defy the fundamentals of matter and instantaneously flicker from one location to another. This makes them exceptional battlefield support and curriers.
Shimmer Step
The arcane power in your blood allows you to step great distances. At 1st level, you may use your Bonus Action to Shimmer Step. When you Shimmer Step you may move to any unoccupied space within 15-ft. This movement ignores opportunity attacks.
Instinctive Blink. Starting at 3rd level, you may use your Shimmer Step features as a Reaction by spending a Sorcery Point. Also, when you Shimmer Step as a Bonus Action you may move twice, instead of once. You may use your Action between Shimmer Step movements.
Harmonic Step
At 6th level, you learn to move allies with your spatial hopping. When you use your Shimmer Step feature you may spend a Sorcery Point to move one adjacent willing creature with you, placing them in an unoccupied space within 10-ft of your ending space.
If a creatures is unwilling to be moved this way, you may make an opposed Grapple check. If you win, the creature is moved this way. If you lose, you Shimmer Step normally and the creature doesn’t move.
Master of Space
At 14th level, may use your Shimmer Step feature instead of Moving by spending a Sorcery Point. When you use Shimmer Step this way, you may move to an unoccupied space that is 30-ft away or the distance of your walking speed, whichever is greater.
Also, when you use Shimmer Step you may move up to two creatures with you by spending a Sorcery Point per creature.
Spectral Charge
Beginning at 18th level, phase in and out of the material realm in a barrage of blinks, ripping through any obstacles. As an action, you can spend 5 sorcery points to draw on this power and move in a 40-ft line. All creatures and objects in that line must make a Constitution saving throw against your Sorcerer spell save DC. A target force damage equal to twice your Sorcerer level on a failed save, or half as much damage on a successful one
Previous Versions
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