Sorcerer
Base Class: Sorcerer

Often known for being hated by horizon walker rangers and oath of wacher's paladins for their habit of creating tears in reality, allowing extraplanar creatures to pass through to the material plane, planedrifters are among the more mysterious incarnates of sorcerers. These are individuals that just aren't quite rooted in the same reality everyone else is... they find it more pliable and slippery, and prone to jumping right through it on occasion.

How they get their powers varies. Some were born in the ethereal plane or went through a portal too young. Sometimes it is just that their mind just works along an axis most people cannot understand. No matter its source, they manifest a truly unique ability to treat certain aspects of the metaphysical with a certain mundanity, and are prone to treating their powers as absolutely natural things as one might use an arm or a leg.

Nomad's Gear

Starting at 1st level, you gain proficiency with martial weapons and light armor.

Flicker Step

Starting at 1st level, on your turn, you can replace your movement by teleporting 5 feet in any direction to a space you can see. This distance increases by 5 feet at 6th level (to 10 feet), at 10th level (to 15 feet), at 14th level (to 20 feet) and becomes equal to your movement speed at 18th level. This replaces all movement for your turn when used.

Rift Charge

Also at 1st level, once per turn, immediately before or after you cast a spell of 1st level or higher, you can step through space traveling up to 10 feet in a straight line leaving a spatial tear behind. This movement counts as teleportation, thus it doesn't provoke opprotunity attacks. You can pass through creatures but cannot pass through objects, buildings or terrain more than 4 inches thick. Any creature in the path of this tear must succeed on a Dexterity saving throw against your spell save DC or take force damage equal to a number of d8s equal to the triggering spell's level.

Alternatively, you can use an action and expand sorcery points to use this feature without casting a spell. When you use Rift Charge this way, the damage is equal to a number of d8s equal to the number of sorcery points you spent.

Starting at 3rd level, your rift charge is modified when you use a metamagic option on the triggering spell. It is modified in the following ways, depending on which metamagic you used:

Careful Spell: Choose a number of creatures effected by Rift Charge up to your charisma modifier. Those creatures automatically succeed on their saving throw, and suffer none of the effects.

Distant Spell: The distance you travel with Rift Charge is increased by 10ft.

Empowered Spell: The damage of Rift Charge is increased by 1d8.

Extended Spell: You leave a 5 foot wide tear in reality behind, forming a line between your starting location and ending location of your Rift Charge until the start of your next turn. Any creature that enters this area for the first time or ends their turn in it must make a saving throw against the effect of Rift Charge as if they'd been hit by it.

Heightened Spell: One creature of your choice that is affected by Rift Charge has disadvantage on their saving throw against it.

Quickened Spell: Until the start of your next turn, your speed increases by 10ft, and your movement does not provoke opprotunity attacks.

Seeking Spell: Your Rift Charge doesn't have to go in a straight line, though it can only pass through a creature's space once.

Subtle Spell: Right after you finish teleporting with Rift Charge, you turn invisible until the start of your next turn. You lose this invisibility if you attack or cast a spell.

Transmuted Spell: You can pass through solid objects, buildings, and terrain as long as you end your Rift Charge in a space you can occupy. If your Rift Charge would end inside a space you cannot occupy, it fails, and none of it's effects happen.

Twinned Spell: Choose a willing creature within 5ft of you. That creature is teleported along with you and appears at an unoccupied space within 5ft of your destination space. If there is no space for the creature to occupy, this effect fails and the creature doesn't teleport.

Planedrifter Talents

Your expirience with the rift grants you a special talent that improves your Rift Charge. At 6th level, you gain one of the following features of your choice. You can choose an additional one of these features at 14th, and 18th levels.

  • Rift Slash. When you use your Rift Charge as part of your action, you can make a single weapon attack as a bonus action, provided it is available. Alternatively, you can expend 1 sorcery point to make a single weapon attack against any target you pass through with Rift Charge as part of the same action used for Rift Chrage. You can make this attack against a target once per turn.
  • Rift Dancer. When you use your Rift Charge, you gain an illusory duplicate as per the mirror image spell. You can have a maximum of 4 duplicates at once with this feature. Additionally your first attack roll before the end of your next turn after using Rift Charge gains advantage.
  • Phase Shroud. When you use your Rift Charge, you regain a number of hit points equal to your Charisma modifier.
  • Ethereal Echo. Right after you use your Rift Charge, you can immediately Rift Charge again with the same action. This second Rift Charge deals the same damage as the first one, but loses any additional effects granted by metamagic.

Astral Communion

Also at 6th level, whenever you finish a long rest, harnessing the ethereal currents of the astral plane, you can replace one of the metamagic options you have for a different one from the available list.

Planeswalker

Starting at 14th level, your understanding of how to traverse space expands to a previously incomprehensible scale. You gain the ability to cast the spells planeshift and teleport. You can cast one of these spells once without expending a spell slot or material components. After you use this you can't do so again until you finish a long rest.

Plane Sculptor

Beginning at 18th level, the magic of the planes grants you the ability to not just travel through with them but create your own artificial world through an intense effort by imparting a shard of your own planeswalker spark within it.

You learn the demiplane spell which doesn't count against your number of sorcerer spells known. This use of demiplane is special. Rather than opening to an empty room 30 feet in each dimension, it opens to a spherical demiplane 1 mile in each dimension. The edges of this demiplane are foggy and unpassable. While in this demiplane, you can spend an hour creating and shaping it as you like forming forests, mountains, and even structures but you cannot create creatures. Any material created from your demiplane dissipates into smoke if removed from the demiplane. If you create a new demiplane, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

If you die outside of your demiplane, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. Your gear disappears with you and you appear at a spot of your choice 1d4 days later within your demiplane.

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