Sorcerer
Base Class: Sorcerer

You were born with the innate ability to see between dimensions. It is as if you can see paths where others only see walls. It is as if you are in the land between shadow and substance, both nowhere and everywhere. 

Rift Plane

1st-level Rift Heart feature

You can perform the dash action to enter into an intangible state as you walk along the edge of the ethereal plane this edge being called the Rift. During this state you untouchable by attacks and spells from anyone who is not in the Rift with you. However your spells and attacks are equally unable to touch any outside the Rift. While in the Rift, you are still visible to those both in the Rift and out of the Rift.

Banishment of the Moment

1st-level Rift Heart feature

Your mastery over the Rift is tenuous but you can still use it like a cloak, able to bring others to and from the Rift.

As a bonus action, you may wave your arm in front of you and force all creatures in a 30 feet cone to roll wisdom saving throw against your spell save DC. If they fail, they are either banished into the Rift or from the Rift. You can only use this effect on those who are on the same plane as you. Allies effected by this can use their dash action to leave the Rift, but may not re-enter it without your effect again.

Hold the Moment

6th-level Rift Heart feature

You may use your action to concentrate and apply the stunned condition to all enemies you have trapped within the Rift. If you drop concentration, you cannot use this ability again until you complete a short rest or spend 3 sorcery points to recharge it early.

Healing Banishment

6th-level Rift Heart feature

If you use Banishment of the Moment on an ally, you can heal them for your sorcerer level.

Surge of the Rift

14th-level Rift Heart feature

Infuse sorcery points into enemies held captive within the Rift, if they leave the rift they will return immediately after attempting to draw others into the rift with them. Those within 30 feet of the banished must make a wisdom saving throw against your spell save dc or be pulled into the Rift with those effected by the surge. This requires one sorcery point per enemy you infuse.

Warping Cataclysm

18th-level Rift Heart feature

As an action, you may make a 60 foot radius sphere of Rift energy that rotates around a point you choose within sight for 5 turns, all creatures who are within the sphere act as if they are in the Rift. There is no saving throw for this effect. Enemies killed within this sphere prolong the time it is maintained by 1 turn. Once you use this effect you may not use it again until you complete a long rest or spend 5 sorcery points to recharge it.

Previous Versions

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4/24/2023 5:52:25 PM
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