Base Class: Sorcerer
In the shadowed realm of Ryft, a haunting mirror to our known world, the origins of the Ryft Wardens is an ancient order of spell sword warriors. They emerged in an era when the Umbral Elves held dominion over Ryft, a time when the raw aether's potent magical energies coursed unchecked through the rocky landscape and the Sundered Skies.
The Umbral elves, attuned to the arcane forces that defined their home, became the first to harness the volatile energies of the aether. They melded magic with martial skill, creating a formidable class of protectors: the Ryft Wardens. These guardians stood against anyone who wished to extract the aether for themselves.
As Wardens, they were not just fighters but masters of the arcane, committed to exploring the depths of aether. Their natural affinity for magic enabled them to cast powerful spells and imbue their swords with mystical properties. These blades, more than mere weapons, served as conduits for their formidable magic, channeling the raw power of aether into devastating spells or enhancing the sword's edge with potent enchantments.
The Ryft Wardens' legacy is a powerful reminder of the guardianship they provided, ensuring aether remains protected from both external threats and the dangers that lurked within its own twisted landscapes.
Dark Vow
Starting when you choose this origin at 1st level, you can use a bonus action to start the Dark Vow, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armour, or if you are using a shield. You can also dismiss the Dark Vow at any time (no action required).
While in this state you cannot cast spells or cantrips, however, you gain the following benefits:
- You gain a bonus to your AC equal to your charisma modifier (minimum of +1)
- You gain a bonus to damage with a melee weapon equal to your charisma modifier (minimum of +1)
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your charisma modifier (minimum of +1).
- Advantage on Athletics checks.
- You can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
- Attacks in dim light or darkness gain advantage
You can use this feature by expending one sorcery point.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Defensive Shadow
Beginning at level 14, while in your Dark Vow, you emit a 30ft shadow of dim light centred on yourself that grants 1d10 temporary hit points.
Damage Resistance
Beginning at level 18, while in your Dark Vow, you become partially incorporeal giving you resistance to bludgeoning, piercing, and slashing damage along with one of the following damage types of your choice: radiant, necrotic, or cold.