Sorcerer - ???

by KibblesTasty

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Sorcerer

Planetouched Origin

Connected to planes beyond their own, these sorcerers find the walls between the planes thiner, they pull power from beyond them or step through the with greater ease.

Perhaps they were born in the ethereal plane or became connected to an outer plane, they now find themselves with on foot in the material and one foot beyond.

Variant: Origin Spells
Sorcerer Level Spell
1st flickerK
3rd misty step
5th blink
7th dimension door
9th teleportation circle

Riftborn

Starting at 1st level, when you draw on your magic the planar walls begin to weaken for you. After casting a spell of first level or higher, you can use Phase Rift as a bonus action.

You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Phase Rift

Psionic Power


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

You step through space traveling up to 10 feet in a straight line leaving a spatial tear behind. 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 make a Dexterity saving throw or take 1d8 force damage.

Phase Out

Starting at 6th level, whenever teleport or cross a planar boundary, you can choose to be invisible until the start of your next turn.

Sorcerous Rifts

Starting at 14th level, you can case Phase Rift as an action at will. In addition, when you use Phase Rift, you can expend a sorcery point to make it both Long and Disruptive, causing you to move an additional 10 feet and deal an additional 1d8 damage to creatures that fail their save against it.

Ethereal Control

Additionally at 14th level, you can expend 1 sorcerer point to reroll the value of a die rolled for blink or flicker. Once you do this, you cannot do so again until you complete a short or long rest.

Planar Collision

At 18th level you, you can draw planes to together causing them to smash together devastating results. Select a plane to intersect the one you are on, you cannot select the plane you are currently on. As an action, you can spend 5 sorcery points to you cause the planar intersection to occur at a point you can see within 120 feet, causing effects to occur based on table below in a 30 foot radius sphere around the chosen point. The effect lasts for a number of rounds equal to your Charisma modifier.

Plane Effect
Shadow The area is plunged into darkness and cannot be illuminated by natural or magical means.
Fey The area magical goes haywire. Casters in the area must succeed a Charisma saving throw when casting a spell, or a random spell from their spell list of that level or lower is cast (at the level of the spell they were trying to cast). Damage and healing dice are maximized for spells cast in the area.
Fire The area is incinerated by fire. All creatures that end their turn within the area take 10d10 fire damage. This damage ignores resistance.
Ice The are freezes over. Creatures that end their turn within the area must make a Constitution saving throw take or take 3d12 cold damage become stunned, frozen in ice.
Earth The area becomes filled with stone and earth, shoving all creatures out of it outward from the center. If this would trap them into a wall they take 3d12 bludgeoning damage and are shoved to the closest free space.
Radiant All creatures that end their turn in the area take 6d6 radiant damage. All living creatures that ent their turn in the area are healed for 3d6 hit points.
Far All creatures that end their turn within the area must make a Wisdom saving throw or take 3d12 psychic damage and be affected by the effects of the confusion spell.

Once you use this ability, you cannot use it again until you complete a long rest.

 

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