Rift Sorcery

Wield the Fractured Power of the Rift

The Rift tore through your world—and somehow, it left its geometry in you. Where others see a wound in the sky, you feel a pressure gradient, a complex knot of vectors and wrong starlight. Your magic isn’t just touched by the Rift; it treats Breachpoints and anomalies as a familiar language.   Perhaps you were born beneath a sky briefly overlaid by the Horizon, or survived a night when a Breachpoint opened over your village. Maybe your soul was stitched back together with Rift Stone dust, or a Titan’s passing glance left resonance in your blood. Whatever the cause, your sorcery tugs at the veil, echoes Breachpoint behavior, and calls forth controlled Arcane Rift Anomalies that would break lesser minds.   Will you use that power to find and seal tears, purging Corruption wherever you go, or will you walk as a living anomaly—an ambulatory Breach whose passage is marked by warped light and impossible echoes?

Level 3: Rift Spells

When you reach a Sorcerer level specified in the Rift Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level
Spells
3
5
7
9

Level 3: Breachpoint Aura

A micro-tear in the veil clings to you, trailing necrotic-green filaments and warping the air. This aura is not a true Breachpoint, but it echoes its properties in a smaller, more controlled form.   An aura of Rift energy radiates from you in an Emanation equal to 5 times your Proficiency bonus as long as you are not Incapacitated. When a creature you can see enters the Emanation for the first time on a turn or casts a spell while within your Emanation, you can use your Reaction to unleash a Rim Arc of necrotic-green lightning at that creature. The target must make a Dexterity saving throw, or take 1d4 Force damage and 1d4 Necrotic damage, or half a much on a success.   The Force and Necrotic damage both increase by 1d6 when you reach certain levels in this class: 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Level 3: Rift Anomaly Conduit

Your magic can deliberately tug at the Rift’s rules and invite a controlled Arcane Rift Anomaly to manifest when you cast a spell. When you cast a Sorcerer spell of level 1 or higher, you can choose to channel it through your Breachpoint Aura. When you do so, you trigger an Arcane Rift Anomaly as you finish casting the spell, then roll on your Arcane Rift Anomalies table.   For anomalies created by this feature:
  • The anomaly Severity is always Minor, unless specified otherwise (no changes to the table).
  • The anomaly’s saving throw DC equals your spell save DC, instead of using the severity table’s DC.
  • For determining effective spell level of the anomaly for magic such as Dispel Magic, treat it as the spell slot level used for the the spell cast.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.   Sorcery Point Manipulation. When you trigger an anomaly with this feature, you can spend Sorcery Points to manipulate it:
  • Reroll (Costs 1 Sorcery Point). After you roll on the anomaly table, you can spend 1 Sorcery Point to roll again and then choose which of the two results to use.
  • Choose Result (Costs 1 Sorcery Points). Instead of rolling, you can spend 2 Sorcery Points to choose any result on the Arcane Rift Anomalies table.
  • Extra Use (Costs 3 Sorcery Points). At any time, you can spend 3 Sorcery Points (no Action required) to regain one expended use of Rift Anomaly Conduit.
Metamagic and Anomalies. When you trigger an anomaly with this feature, you may apply Metamagic options to the anomaly. When doing so you can treat it as though you were casting a separate spell for the purpose of applying your Metamagic to the anomaly.   Occult Surveyor. You have Advantage on Intelligence (Arcana) checks related to the Rift, Breachpoints, Riftspawn, Arcane Rift Anomalies, Rift Stone, and similar phenomena.   Rift-Hardened Mind. You have Advantage on saving throws to avoid or end the Rift Corruption or Rift Madness condition.

Level 6: Overcharged Breach

You learn to swell your Personal Breach toward the behavior of a true Breachpoint, at great cost.   As a Bonus Action, you can spend 3 Sorcery Points to empower your Personal Breach Aura for 1 minute or until you end it early (no action required, or have the Incapacitated.   While empowered, whenever a hostile creature starts its turn in the Emanation it must make a Dexterity saving throw against your spell save DC or take your Rim Arc damage. On a successful save, the creature takes half as much damage.

Level 6: Rift Specialist

You’ve learned to ride the edge of catastrophe when the Rift asserts itself.   When you trigger an Arcane Rift Anomaly from a source other than your Rift Anomaly Conduit feature the anomaly’s severity is treated as one degree lower for you (Major becomes Moderate, Moderate becomes Minor). Other creatures are affected normally.   In addition, you have Advantage on saving throws against Arcane Rift Anomalies that you did not cause.

Level 14: Horizon Step

You learn to slip along the Rift’s folded horizons, stepping through space in ways that make little sense to onlookers.   As a Bonus Action, you can enter a horizon-step state for 1 minute. While in this state, you gain the following benefits:
  • Rift Jaunt. On each of your turns, including the turn you activate this feature, as a Bonus Action you can teleport up to 30 feet to an unoccupied space you can see.
  • No Openings. Opportunity Attacks against you are made with Disadvantage, and you have Advantage on ability checks and saving throws you make to avoid or end the Grappled and Restrained conditions.
  • Slip Through the Veil. When you teleport with this feature, you can choose to pass through up to 5 feet of solid material (such as a wall or door), as long as you end the teleport in an unoccupied space. If you do so, you take 1d6 Force damage for each 5 feet of solid material you pass through. You can’t end your movement inside solid matter.
Anomaly Shaping. Once on each of your turns while Horizon Step is active, when you trigger an Arcane Rift Anomaly with your Rift Anomaly Conduit feature, you can choose one of the following options:
  • Grant Advantage on the anomaly’s saving throw to a number of creatures of your choice in the area, up to your Charisma modifier (minimum of one creature).
  • Treat the anomaly’s intensity as one step lower (Moderate becomes Minor) for a number of creatures of your choice in the area, up to your Charisma modifier.
Intensified Anomalies. In addition, when you use your Rift Anomaly Conduit feature, you can spend 3 Sorcery Points to increase the anomaly’s intensity from Minor to Moderate. The anomaly’s saving throw DC is still your spell save DC, but for damage multipliers and for magic such as Dispel Magic you treat it as a Moderate anomaly.   Once you use Horizon Step, you can’t use it again until you finish a Long Rest, unless you spend 4 Sorcery Points (no Action required) to restore your use of it.

Level 18: Avatar of the Breach

You can momentarily let the Rift fully inhabit you, becoming a walking epicenter of controlled catastrophe.   As an Action, you can assume your Avatar of the Breach state for up to 1 minute. While in this state, you gain the following benefits:
  • Expanded Breach Aura. The radius of your Personal Breach Aura doubles.
  • Sustained Overcharge. You can maintain Overcharged Breach without spending Sorcery Points. If Overcharged Breach was already active when you enter this state, it doesn’t end early.
  • Rift-Weighted Spells. Each creature of your choice that starts its turn in your aura has Disadvantage on the first saving throw it makes against a spell you cast or an Arcane Rift Anomaly you create before the start of your next turn.
  • Rift-Tempered Flesh. You have Resistance to Force and Necrotic damage. If you already have resistance you instead have Immunity.
  • Anomaly Mastery. When you trigger an anomaly with Rift Anomaly Conduit, you can spend 5 Sorcery Points to increase its intensity to Major. Its intensity only affects damage multipliers and its effective spell level for effects such as Dispel Magic.
  Once you use Avatar of the Breach, you can’t use it again until you finish a Long Rest, unless you spend 6 Sorcery Points (no Action required) to restore your use of it.
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