Rift Sorcery (5e Subclass)
From D&D Wiki
Rift Sorcery[edit]
- (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 abilities impose the Rift upon the world around him, affecting himself, the environment, enemies and even allies. You may remain indefinitely in either dimension. When you enter you leave a portal (Lasts for 6 seconds) in which your allies may enter, in which they stay for 30 seconds in the Rift Plane. Each enemy a Rift Sorcerer kills while both are in the Rift Plane grants him 1 Sorcery Point. Creatures not in the Rift Plane cannot damage or see someone inside the Rift Plane, and creatures in the Rift Plane cannot damage or hear 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. Creatures in the area must make a Wisdom Saving Throw. On a failed save they take 1d10 force damage, this increases to 2d10 at 6th level, to 3d10 at 14th level, and 4d10 at 18th level. On a successful save they take half damage and resist being banished. This ability costs 2 Sorcery Points to cast
- Stasis
Starting at 6th level, as a bonus action 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. Damaging a creature in the Rift will cause this effect to end early, but will deal double damage. This ability costs 5 Sorcery Points to cast.
- Rift Surge
Starting at 14 level, as a bonus action you can teleport up to 120ft while inside the rift. Additionally as an action you may open an infused portal into the rift. Creatures that enter this portal can remain inside the Rift for up to 4 hours so long as the portal remains. The portal can be closed as a bonus action by you, or destroyed with a casting of dispel magic. Creating this portal costs 10 Sorcery points.
- 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 30ft centered at a point you can see within 60ft. The sphere continuously shrinks over a duration of 3 rounds to a final radius of 10ft before collapsing on itself. Dealing 10d10 force damage to all enemies inside. This ability costs 10 Sorcery Points to use
Back to Main Page → 5e Homebrew → Character Options → Subclasses