Wizard
Base Class: Wizard

The School of Rifts is a school that studies the Weave's interaction with the very fabric of reality. Such ambitious studies have allowed veteran mages of other schools to teleport to other planes and locations. However, Rift Wizards take these studies much farther than intended.

Rift Mages are well known for their ability to warp through reality by maximizing the power of the Rifts in the Weave that they create whenever they cast their Rift Spells. This allows Rift Wizard to use their hands to literally create "fissures" in the Weave to create temporary openings in reality, thus Verbal components on their main magic is no longer needed, however the casting demand their Somatic structure to create the powerful Rift distortions to bring forth powerful Evocations and Conjurations from other dimensions.

Master Rift Wizards are able to alter the course of battle, be it warping extremely dangerous Abberations through into our existance or casting magic strong enough to rip their enemies out of reality itself.

Rift Study

Starting at 2nd level, all Conjuration and Evocation spells of 1st level or higher that you have Prepared in your Wizard Spell List are treated as Rift Spells. All Rift Spells require Somatic Components to be casted and no longer require Verbal Components.

Rift Weaving

Starting at 2nd level, you now have the ability to access the very nature of the Rifts you create through your magic, either warping damage away or bringing forth alien entities. Whenever you cast a Rift Spell, you create warps in reality around you that reduce damage you take equal to the Spell Level plus your Intelligence Modifier. This reduction lasts until the start of your next turn.

You learn the Conjure Animals Spell at level 5 and the Conjure Fey Spell at level 11. These spells are treated as Rift Spells, do not count against your spells known, and are always prepared outside of your normal Prepared Spell List. Whenever you cast either of these spells, you summon Aberrations instead of the respective creature type normally listed for the spell. The spell still functions as normal as well as the "At Higher Levels".

Warp Synergy

Starting at 6th level, you are able to manipulate the Rift to allow you to regain lost magic while you are casting. When you cast a 2nd level or higher Rift spell using your spell slots, you may regain one expended spell slot. The Spell Slot must be of a lower level of the spell slot used and the slot cannot exceed 5th level. You cannot use this feature again until you finish a short rest.

Warp Casting

Starting at 10th level, your constant practice and manipulation of the Rifts you make now allow you to temporarily travel through them as you cast Rift Spells.

Whenever you cast a Rift Spell, you can teleport up to 15ft in any direction, as long as there is open space for you to teleport to that location. You can perform this teleport before or after casting the Rift Spell.

Shatter Reality

Starting at 14th level, the mastery of your Rift Magic has allowed you to break the very bonds that keep reality together. Whenever you successfully cast an Evocation Rift Spell,  you can immediately spend one additional spell slot to activate this feature. The spell slot must be greater than or equal to the level of the spell cast. When a creature takes damage from this spell, they must make a Charisma Saving Throw or be banished to a harmless demiplane. As long as the creature is within this plane, the creature is considered Incapacitated. The creatures remain banished until the end of your next turn.

While at least one creature is still banished by this effect, whenever you cast Conjure Fey to summon an Aberration, you can pick the exact CR provided by the spell. 

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2018 3:41:21 AM
728
9
A
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes