Out of Phase
Starting at 1st level, you gain the ability to move through
material space. You can use a bonus action on your turn to
become partially ethereal. Until the end of your turn, you can
move through creatures and objects as if they were difficult
terrain. Each creature you move through takes 1d10 psychic
damage; no creature can take this damage more than once
per turn. You take 1d10 psychic damage if you end your turn
inside an object.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Bend Space
At 6th level, you gain the ability to collapse distance. As an
action, you can spend one sorcery point to force a creature
you can see within 30 feet of you to be forcefully warped. The
target must make a Wisdom saving throw. On a failed save,
the target, along with any equipment it is wearing or carrying,
is magically teleported up to 30 feet to an unoccupied space
you can see. A willing creature can choose to fail this save.
Additionally, as a reaction to being hit by an attack, you can
spend one sorcery point to negate the damage and magically
teleport yourself to an unoccupied space within 30 feet of you.
Psychic Mirror
At 14th level, you gain the ability to shield your mind and
redirect psychic energies to the creatures around you. You
can't be targeted by any divination magic or perceived through
magical scrying sensors.
Additionally, when you take psychic damage, you can use
your reaction to spend one sorcery point to negate the
damage, and each creature within 5 feet of you must make a
Wisdom saving throw or take damage equal to the psychic
damage reduced.
Torrent of Madness
Beginning at 18th level, you can channel the madness of the
Elder Evils, confounding and disorienting those around you.
As an action, you can spend 5 sorcery points to exude an aura
of madness to a distance of 60 feet. Each creature within this
area must make a Wisdom saving throw or go insane. While
insane, it can’t take actions, can’t understand what other
creatures say, can’t read, and speak only in gibberish. You can
choose a number of creatures equal to your Charisma
modifier to automatically succeed the saving throw.
If the creature ends its turn in a location where it doesn't
have line of sight to you, it can repeat the saving throw, ending
the effect on a success.
Comments