Base Class: Sorcerer
"Their strange words were loud and obnoxious, and false, rooted in a small world of unfound purity. I hated those words. I hated those words so much I turned them upside down and inside out, and put them back where they belong. The tears should be satisfying, but in truth they were my tears reflected back." - Magister Birdsong
You are a sorcerer of a Fractal Rift, carrying the essence of the multiverse itself, spilling from a tear in reality. Your lineage might trace its roots back to a rogue celestial being who grew mad with power, or perhaps your powers hail from something much more primal that lurks between the very dimensions surrounding you.
The rift's magic is unpredictable and alien, imbuing your body with attributes that seem out of sync with reality. At your option, you can pick from or roll on the Fractal Rift Quirks table to create a quirk for your character.
Fractal Rift Quirks
| D6 | QUIRK |
|---|---|
| 1 | Your skin fluctuates between being ice cold and feverishly hot every few hours. |
| 2 | Some of your bodyparts look out of phase with the rest of your body every now and then. |
| 3 | You feel homesick for an unfamiliar place that you've only seen in your dreams. |
| 4 | Your veins flash like lightning every few days. |
| 5 | You're convinced that depth perception is supposed to be five-dimensional. |
| 6 | You get starry-eyed sometimes. Literally. |
Fractal Rift Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Mesmerizing Patterns, Cosmic Influence |
| 6th | Scratching Reality |
| 14th | Stare Into The Void |
| 18th | The Void Stares Back |
Mesmerizing Patterns
At 1st level, your innate powers make you a difficult opponent to watch, as your body shifts incomprehensibly between dimensions. Whenever you spend at least one 1st-level spell slot during your turn without using any movement, attack rolls made against you suffer a 1d4 penalty until the start of your next turn.
This penalty increases to 1d6 at level 14, and 1d8 at level 18.
You can read, speak and write Deep Speech.
Cosmic Influence
The cosmic flows that imbue your body with power dazzle and frighten those around you. At 1st level, you have advantage on Intimidation and Persuasion checks.
In addition to this, your unpredictable nature makes it dangerous to pin you down. Whenever you're charmed or frightened, you may use your reaction to roll 1d20 + CHA modifier + proficiency bonus. If you roll higher than the caster's spell save DC, you reverse the effect back on them, gaining the benefits they would have.
You have to finish a short or long rest before using this feature again.
Scratching Reality
Starting at 6th level, you become able to trap creatures between multiversal planes. Whenever you spend at least 2 sorcery points on your turn, you may spend twice that amount of sorcery points instead. Choose a creature within 60 ft that you can see. The creature has to make a DEX saving throw against your spell save DC. On a failed saving throw, the creature becomes restrained for 1 round per 2 additional sorcery points that you spent this way.
Stare Into The Void
At 14th level, you become able to show other creatures just how small they are in the scope of the multiverse. As a bonus action, you can turn yourself into a font of existential dread for 1d4 + CHA rounds. This sphere of terrifying influence is a 30 ft radius sphere, centered on you. You may designate 8 allies that you can see as immune to this feature. Any creatures within 30 ft that start their turn within this range or enter this area must succeed on a WIS saving throw, or be paralyzed for 1 minute.
Blinded or eyeless creatures are immune to this feature.
Once you use this feature, you must finish a long rest before using it again.
The Void Stares Back
Beginning at 18th level, you become an avatar of the multiversal rift that fuels your powers. As an action, you can spend 8 sorcery points to tear the Weave apart for 1 minute or until you lose your concentration. You create an area of antimagic, as in the antimagic field spell, in a 150-foot-cone from your eyeline. At the start of each of your turns, you decide which way the cone faces and whether the cone is active.
The cone doesn't interfere with your own spells, as long as you cast them by using their spell slots in addition to half their level in sorcery points, rounded up.
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