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Shattering Glass

Shattering Spells

Starting at 1st level, your altered nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Shattering Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Sorcerer Level  Spells
1st  Armor of Agathys, Magic Missile
3rd  Mirror Image, Invisibility
5th  Conjure Barrage, Hypnotic Pattern
7th  Arcane Eye, Hallucinatory Terrain
9th  Conjure Volley, Wall of Force

Fragmented Retreat

Starting at 1st level, When you are hit by and take damage from a melee or ranged attack you may use your reaction to fall to pieces and reform in an unoccupied space within 30 ft. of you that you can see. once you use this feature you cant do so again until you finish a short or long rest.   Additionally at 3rd level when you use this feature you may choose to risk harming yourself further in order to damage those that would do you harm. When you use Fragmented Retreat you may take 1d6 piercing damage that cannot be reduced in any way and deal the damage rolled to all creatures within 5 ft. of where you teleported from.

Crack Reality

Starting at 6th level whenever you deal damage with a spell of 1st level or higher you may spend 1 sorcerery point and create one of the following effects.
Reality Blockade: A flat shard of thick glass erupts from a solid surface on an unoccupied space within 5 ft. of you. It has 5 hp, 10 AC, and immunity to poison and psychic damage. You choose its orientation, and its shape and size can provide half cover. If perpendicular to the ground, it can support up to 200 lbs before breaking under the weight. The shard lasts for 1 minute or until destroyed, leaving nothing behind.
Cutting Shards: You lace the spell with fragmented reality. All affected creatures take an additional 1d6 piercing damage, or half as much piercing damage if they succeeded on the spells saving throw.

Unstable Empowerment

Starting at 14th level you may risk your own well being to further break the boundries of this world. Whenever you use your Crack Reality feature, you may take 2d6 piercing damage that cannot be reduced in any way and empower your Crack Reality features as descibed below, additionally you gain a new option that you can use instead of those listed in Cracked Reality.   The shard of glass now gives full cover, has 15 hp, 15 AC, and can hold 1000lb before breaking. You deal 2d6 piercing damage instead of 1d6 piercing damage.   You cause reality around you to bend and crack for a short time, the next attack roll against you before the start of your next turn has disadvantage.

Invert Universal Law

Starting at 18th level, as an action, you can spend 5 sorcery points to begin concentrating on a willing creature within 30ft of you as if concentrating on a spell, while concentrating on the target you invert certain aspects of them. Whenever the target would take damage from an attack, spell, or similar magical effect, they do not take the damage and instead heal for the damage rolled.   Additionally, whenever an effect that would heal the target or give them temporary hit points is used on them, they instead take damage equal to the health they would have been given. This ability lasts for 1 minute or until you stop concentrating on it.

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