Sorcerer Subclass: Rift Conduit in Amen | World Anvil

Sorcerer Subclass: Rift Conduit

Sorcerous Origin: Rift Conduit (1st Level)

Some creatures are born more naturally accustomed to the volatile energies of The Rift; even fewer are able to naturally harness it. In some cultures, it is said that when a child is born on the 1st of Star's Hope, their destiny is entwined with that of the cosmos, and as they grow, they'll be able to materialize that connection into magic. Regardless of the beliefs surrounding those capable of serving as conduits for The Rift, one thing is clear: A sorcerer capable of manipulating such energies is one shrouded in both mystery, and great power.   Choose between day or night; you've always felt a deep connection with the celestial body(ies) during that span of time, and thus your magic is empowered during the time they're present. Regardless of whether or not you can see them, you can always feel when the connection is present, and thus whether it's night or day; though anything more specific than that is lost on you.   There is an observable and undeniable connection between the raw essence of magic, and The Rift. As such, being able to control The Rift's energies means being able to control the raw power behind magic itself; regardless of its traditional form. During your favored time of day, you gain access to two 1st level spells, chosen at level 1, from any other class, that do not require a material component with a gold cost. Your spellcasting ability for these spells is Charisma, and you cannot alter them with your Metamagic feature. If the magic from the spell is implied to be sourced from a deity, patron, or nature, it is instead sourced by The Rift itself. You are able to swap one of your chosen spells upon leveling up. Each of these spells must be of a level for which you have spell slots, up to 5th level. You gain one additional spell from any other class at 6th level, and 14th level; following the same rules as the first two spells.  

Sorcerous Origin Feature: Consistent Chaos (6th Level)

Starting at 6th level, your ability to wreak havoc during your favored time of day is much more powerful. During your favored time of day, the first time you cast a spell that deals damage within the round, the dice you roll for the damage deal a minimum of half their die value for each dice.   For example, if you cast Scorching Ray, you'll deal a minimum of 6 fire damage per ray. The damage dice is 2d6 fire, so of half of six (the damage dice of the attack), times 2 (the amount of dice), equals 6 (the minimum damage with that minimum applying to each individual ray.  

Sorcerous Origin Feature: Call to the Cosmos (14th Level)

At 14th level, you gain the ability to directly call to the celestial body associated with your power, gaining an extra ability from The Rift. As an action, you attune yourself to your cosmological connection, gaining the benefits associated with your favored time of day, regardless if it isn't that time of day, or if you're on a different plane. This connection lasts for 1 hour, or until you're knocked unconscious. Additionally, you are able to use the Riftborn's Erratic Evasion feature one time. Once you use this feature, you must finish a long rest before you can use it again.  

Sorcerous Origin Feature: Astral Soul (18th Level)

You no longer require sleep, and do not age. Additionally you are immune to being poisoned and poison damage, and are resistant to radiant damage.   Once per long rest, you also gain the ability to cast the Astral Project spell, requiring no material components. While you're traveling within the Astral Plane, if your silver cord is cut, instead of being killed outright, your physical body is teleported to your astral body, and the two reunite. In order to return to your physical body's original location, you must either use this feature again while within the Astral Plane, or follow the silver cord of another creature that traveled with you when you first cast the spell.