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Kekkaijutsu

Kekkaijutsu

Your magic stems from an innate connection to the borders between things—between dimensions, between light and dark, or even between time and space. Whether you were born at the edge of reality, touched by a rift between worlds, or inherited the bloodline of a cosmic boundary-keeper, your magic allows you to manipulate space itself. With each spell, you toy with borders both physical and metaphysical, bending the battlefield to your will and keeping enemies guessing as to where you or your allies will appear next.    

Spatial Awareness

At 1st level you have a preternatural understanding of space and movement.
  • Boundary Blink: When you cast a sorcerer spell, you can teleport up to 10 feet to an unoccupied space you can see. You can use this ability a number of times equal to your proficiency bonus, regaining all uses on a long rest.
  • Unseen Boundaries: As an action, you can detect the presence of invisible creatures, hidden objects, or magical barriers within 30 feet of you for 1 minute. You can use this ability once per short or long rest.
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    Warped Space

    At 6th level, your connection to the borders of reality allows you to reshape the battlefield. When you cast a spell that creates an area of effect, such as Fireball or Wall of Fire, you can shift the area by up to 10 feet in any direction, even if it would affect creatures differently than normal.     Additionally, you gain the following abilities:
  • Disruptive Blink: When a creature within 30 feet of you targets you with an attack, you can use your reaction to teleport 10 feet, potentially moving out of range. The attack misses unless the creature can target your new location.
  • Spell Reach: When you cast a spell with a range of 5 feet or greater, you can spend 1 sorcery point to increase its range by 30 feet.
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    Boundary Distortion

    At 14th level you can now warp the edges of space itself. You gain the following abilities:
  • Tethered Reality: When a creature within 60 feet teleports or moves to a different plane of existence, you can use your reaction to force them to make a Charisma saving throw against your spell save DC. On a failure, they are stuck in place and the effect fails, leaving them dazed until the start of their next turn.
  • Dimensional Rift: As a bonus action, you can create two portals—each 5 feet in diameter—that remain open for 1 minute. One portal appears in an unoccupied space within 30 feet, and the other appears within 120 feet. Any creature can freely move between these portals. You can only create one pair of portals per long rest.
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    Cosmic Collapse

    At 18th level, you’ve mastered the ability to fold space around your enemies, trapping them in warped dimensions. As an action, you can choose up to three creatures within 60 feet of you. Each target must make a Wisdom saving throw against your spell save DC or be banished to a pocket dimension for 1 minute.     While banished, the target is incapacitated and trapped in a twisting, infinite void. At the end of each of its turns, it can make another Wisdom saving throw to escape the void and reappear in its original space (or the nearest unoccupied space if that one is occupied).     Once you use this feature, you must finish a long rest before using it again. Additionally, when you cast Misty Step, Dimension Door, or Teleport, you can bring up to two additional creatures within 5 feet of you without expending additional spell slots.    

    New Metamagic Option: Boundary Shift

    You can bend the limits of your spells, moving them through space. When you cast a spell that affects an area, you can spend 1 sorcery point to shift the area by 10 feet in any direction. You can also use this metamagic on spells with line effects, curving the line by up to 45 degrees once along its path.    

    Metamagic (Optional)

    Barrier Shift - When you cast a spell that creates a zone or area of effect (such as Wall of Force or Fog Cloud), you can spend 2 sorcery points to move the zone up to 10 feet in any direction as a bonus action on subsequent turns, allowing for dynamic control of battlefield obstacles.   Warding Infusion - When you cast a spell that grants a protective benefit (such as Shield or Counterspell), you can spend 1 sorcery point to extend that protection to one nearby ally within 10 feet, giving them half the bonus provided by the spell for its duration.

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