Base Class: Sorcerer
The Abyssal Conduit is a subclass that taps into the dark energies of the cosmos, wielding the power of interdimensional rifts to manipulate space and time. Those who follow this path become experts in traversing the void, harnessing its chaotic might to bend reality and reshape the battlefield.
Riftshaper Die
Starting at 1st level your ability power and damage is determined by your Riftshaper Die, over time this becomes more powerful displaying your gradual mastery over your rifts starting as a D6 and later into D12.
| Level | Rift Damage Die |
|---|---|
| 3 | 1d6 |
| 4 | 1d6 |
| 5 | 1d8 |
| 6 | 1d8 |
| 7 | 1d8 |
| 8 | 1d10 |
| 9 | 1d10 |
| 10 | 1d10 |
| 11 | 1d12 |
| 12 | 1d12 |
| 13 | 1d12 |
| 14 | 2d8 |
| 15 | 2d8 |
| 16 | 2d8 |
| 17 | 2d10 |
| 18 | 2d10 |
| 19 | 2d10 |
| 20 | 2d12 |
Riftwalker's Grasp
Upon choosing the Riftshaper origin at 1st level, you gain the ability to manipulate small rifts in space within 30 feet of you as a bonus action. These rifts function as gravitational anomalies, allowing you to pull creatures or objects closer to them. When you activate this ability, you can choose a target within range to make a Strength saving throw against your spell save DC. On a failed save, the target is pulled 10 feet toward the rift, and you can use your reaction to make a melee spell attack against the target, dealing damage as determined by your rift damage die.
Voidstep
At 6th level, you gain the ability to briefly step into the void, phasing out of reality for a moment. As a reaction when you are targeted by a melee attack, you can expend a spell slot to activate Voidstep. The attack automatically misses you, and you teleport up to 30 feet to an unoccupied space that you can see. Additionally, you can now cast the Misty Step spell once without expending a spell slot. You regain the ability to cast Misty Step in this way after finishing a short or long rest.
Riftbound Instability
The manipulation of rifts leaves an indelible mark on your connection with reality. Whenever you use a Riftshaper ability that involves teleportation, there's a chance that the rift's energies disrupt your intended destination. After using such an ability, roll a d20. On a roll of 1 or 2, your teleportation goes awry and you phase in and out temporarily.
When your teleportation goes awry:
- If you were attempting to teleport a specific distance, you teleport only half that distance in a random direction.
- If you were attempting to teleport to a specific location, you teleport to a random location within a radius of 30 feet of your intended destination.
- If you were attempting to teleport to a target, you instead teleport to a random creature within 30 feet of your intended target.
Phasing in and out
when you attempt to move at least half your movement you must roll a d20 and on a roll of 1, you teleport to a random location 30 feet of where you are currently.
Chaotic Vortex:
At 14th level, you gain the ability to create a swirling vortex of dark energies. As an action, you can create a 20-foot-radius sphere of chaotic energy centered on a point you can see within 60 feet. The vortex lasts for 1 minute or until you lose concentration (as if concentrating on a spell). Creatures within the vortex's area must make a Constitution saving throw against your spell save DC, taking damage as determined by your rift damage die on a failed save and half as much on a successful one. In addition, any creature that starts its turn within the vortex's area must make the saving throw or take damage as well.
Once you use this feature, you can't use it again until you finish a long rest.
Riftshaper's Dominion
At 18th level, you gain the ability to open a massive rift of destruction. As an action, you can create a colossal interdimensional rift in a 40-foot cone originating from you. Creatures caught in the rift's area must make a Dexterity saving throw against your spell save DC. On a failed save, they take damage as determined by your rift damage die and are pulled 20 feet toward the rift. On a successful save, they take half damage and are not pulled.
Once you use this feature, you can't use it again until you finish a long rest.
Comments