Rift Sorcery (5e Subclass)

Rift Sorcery

(Rift Sorcery)


Rift Walk

At 1st level, you gain access to the "Rift Plane",  an alternate dimension to the normal environment, or material plane. Rift Sorcerers may slide into and out of the Rift Plane at will. Several of a Rift Sorcerer's abilties impose the Rift upon the world around him, affecting himself, the enviroment, enemies and even allies. You may remain indefinitely in either dimension. When you enter you leave a portal (Lasts for 5 seconds) in which your allies may enter, in which they stay for 15 seconds in the Rift Plane. Each enemy a Rift Sorcerer kills while both are in the Rift Plane grants him 1 Sorcery Point. Enemies not in the Rift Plane cannot damage someone inside the Rift Plane, and enemies in the Rift Plane cannot damage someone outside the Rift Plane. In addition, none of a Rift Sorcerer's subclass abilities (Not their spells) count as spells, but they can be affected by metamagic, however it takes 2 times as much as it normally would to use Metamagic on a Rift Sorcerer subclass ability

Flexible Casting

At 2nd level, you gain the ability to trade Sorcery Points for spell slots equal to their level. And trade Spell slots for Sorcery Points, equal to their level. (9 level spell slot for 9 Sorcery Points). This may exceed your maximum Sorcery Points. However only this ability will be able to rise them above your max. You cannot gain more spell slots than the max amount, only sorcery points. The maximum spell slots you can CREATE is 5. There is no limit on the Spell slot to Sorcery Point trade however.


Banish

Starting at 3rd level, You may cast a wave of Rift Energy that damages enemies while pushing enemies and allies out of your current plane of existence. It fires in a 30 x 5 foot line. This deals 1d10 force damage to enemies affected, this increases to 2d10 at 6th level, to 3d10 at 14th level, and 4d10 at 18th level. This ability costs 3 Sorcery Points to cast


Stasis

Starting at 6th level, You halt all enemies in the Rift, freezing them in suspended animation for 3 rounds. Additionally, enemy and allied weapon hit-scan gunfire, projectiles, and beams within the Rift will be suspended in mid-air for the duration; up to 300 weapon fire objects can be suspended by Stasis, exceeding this limit will end the ability prematurely. This increases to 4 rounds at 14th level, and 5 rounds at the 18th level. This ability costs 5 Sorcery Points to cast.


Rift Surge

Starting at 14 level, You may produce a surge of Rift energy in a 15 meters radius around him, charging all Rift-bound enemies in range for 3 rounds. Surged enemies that leave the Rift plane will discharge their Rift energy, ending their surge and resulting in a radial banishment; the enemy whose surge is discharged from and any material-bound enemies within 3 meters are forced into the Rift plane for 2 seconds. This increased to 20 meters, 4 rounds charge, and 3 round banishment at at 18th level. This ability costs 8 Sorcery Points to cast

Cataclysm

At 18th level, you create a dimensional nexus bridging the Material and Rift planes, forming a sphere of swirling void energy with an initial radius of 14 meters centered around where you are looking. The sphere continuously shrinks over a duration of 4 rounds to a final radius of 4 meters before collapsing on itself. Dealing 8d10 force damage to all enemies affected. This ability costs 10 Sorcery Points to use


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gollark: Maybe one day TJ09 will refactor it, and the bugs will finally depart, partially.
gollark: Because it's All Broken!
gollark: (what? it's consistent with *other* bugginess...)
gollark: Perhaps TJ09 was implementing a different shard-getting/limiting mechanic but then it broke horribly and he didn't notice during testing.
gollark: GWs and nebulae cost more than all three metallics.
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