Rift Ward
Starting when you choose this origin at 1st level, your ties to
portals allow you to fortify those who pass through them.
When you or another creature you can see within 30 feet of
you teleports via a spell, class feature, or other magical effect;
you can use your reaction to grant that creature temporary
hit points equal to 1d6 + your Sorcerer Level.
These temporary hit points last for 10 minutes, and a
creature can’t gain temporary hit points from this feature
again until it has finished a short or long rest.
Temporal Realignment
Starting at 1st level, you can break through small tears that
exist throughout all of creation, hopping from one space to
another. When you cast a spell of 1st level or higher, you can
choose to teleport a number of feet equal to 5 x your
proficiency bonus. You can choose to use this effect before or
after you cast the spell. You cannot use this feature while you
are incapacitated, restrained, or otherwise unable to move.
You have two uses of this ability, and gain an additional use
at 10th and 17th level. You regain all expended uses at the
end of a long rest.
Displacement
At 6th level, when you use your Temporal Realignment
feature, you can choose to teleport a creature within 5 feet of
you to a point you can see within range of your ability.
Alternatively, when you cast a teleportation spell with a
range of “Self”, you can choose to expend a number of
sorcery points equal to the spell’s level to cast it as though it
had a range of “touch”.
If the target of this effect is hostile or unwilling, they must
succeed on a Dexterity saving throw against your spell save
DC or be teleported the distance of the spell or ability to a
location of your choice. That space that is chosen for the
creature to teleport to must be on the ground or on a floor.
Spacial Disruption
At 14th level, when an attacker you can
see hits you with an attack, you can use your reaction
to displace reality around you for a moment, halving the
attacks damage against you. When you do so, you may
choose to expend 2 Sorcery Points and choose a creature
within range of your Temporal Realignment feature and force
that creature to make a Constitution saving throw equal to
your spell save DC. On a failure, that creature takes force
damage equal to the damage you took from the attack.
When you deal force damage to a creature through use of
this feature, you cannot use it again until you finish a Long
Rest.
Folding Reality
On reaching 18th level, you can spend 6 sorcery points as an
action to Bind yourself to the fabric of reality, able to tear
through the fabric of the many-worlds with a motion or
thought. While Bound in this way, you can use your Temporal
Realignment feature any number of times, which does not
count against your limited uses of the feature for the day. You
also regain use of your Spatial Disruption feature if you had
previously used it, and can use it twice while Bound.
In addition, whenever you would end your turn in the air
while this Binding is active, you do not fall and instead hover
in the space you ended your turn in.
You retain this Binding for 1 minute. It ends early if you are
incapacitated, if you die, or you dismiss it as an action.
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