Shattered Soul [New Dawn]

by Rachayz

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Sorcerer: Shattered Soul

Sorcerer: Shattered Soul

You were born in or nearby to a timeshattered storm, and some of the magic from it leaked into your soul, granting you the ability to cast spells.

Memory of Madness

Your shattering magic infused soul grants you magic that you naturally learn, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level
Spells
1st
presence of mind, time spike, rush
3rd
arcane entanglement, psychic wail
5th
crack the sky, twist fate
7th
accelerate, withdraw
9th
mind shield, stop

Sealed Mind

Your mind is incredibly resilient, allowing you to overcome those who would attempt to pry into it. At 1st level, if you fail an Intelligence, Wisdom, or Charisma saving throw, you can choose to add your Charisma modifier to the roll, potentially turning it into a success.

Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 2nd level in this class, you can also use this feature by spending 1 sorcery point.

Additionally, you are immune to any effect that would read your mind.

Psychic Storm

At 6th level, you can manifest fragments of the timeshattered storm's madness. When you cast a shattering spell of 1st level or higher, you can cause creatures of your choice within 15 feet of yourself or a creature affected by the spell to take psychic damage equal to half your sorcerer level.

Additionally, you are resistant to psychic damage.

Stormfront

At 14th level, the energy from the timeshattered storms run in your blood, and can be focused momentarily to create a localized timeshattered storm. As an action, you can choose a point you can see within 60 feet of you. Each creature in a 10-foot-radius sphere of that point must make an Intelligence saving throw. On a failure, the creature is incapacitated until the end of its next turn and takes 4d8 cold damage and 4d8 psychic damage as both its body and mind begin to freeze. On a successful save, the target takes half as much damage and isn't incapacitated.

You can use this feature twice, and regain all expended uses when you complete a Long rest.

Spatial Tear

At level 18 you can spend 5 sorcery points as a bonus action to enter between time and space, as entropic and violent frozen energies hum through your flesh. Any creature of your choice that start its turn within 15 feet of you takes psychic or cold damage (your choice) equal to your Charisma modifier.

While in this form you use your action to force a creature within 60 feet of you to make a Charisma saving throw. On a failed save, the creature's speed is reduced to 0 and it takes 4d12 psychic damage. On a successful save, the creature takes half as much damage and its speed is not reduced.

Spells

Spells listed on this subclass are from my own homebrew school of magic, Shattering. Such spells are listed here for your convenience.

Rush

shattering cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (1 cp, consumed upon casting the spell)
  • Duration: Concentration, up to 1 round
  • Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard

Choose a willing creature within range who is currently casting a spell. At the start of the creature's next turn, the remaining casting time is reduced by 30 seconds, provided that this spell hasn't ended. If this reduces the casting time to 0 or less, the spell immediately completes casting without requiring an action from the creature.

Presence of Mind

1st-level shattering


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 hour
  • Classes: Sorcerer, Watcher, Wizard

You send magic into your future, readying yourself should you be placed in sudden danger. When initiative is rolled, if your initiative is below 15 you can choose to make it 15. Additionally, if you would be surprised you cease to be. Once these effects occur, the spell ends.

Time Spike

1st-level shattering


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a timeshattered crystal worth at least 10gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock

You manifest a shard of time and launch it at a creature within range, making a ranged spell attack. On a hit, the target can't take reactions, and its movement speed is halved for the duration. The target or a creature within 5 feet of the target can use an action to remove the spike, ending the spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd or higher you may target one additional creature within range.

Arcane Entanglement

2nd-level shattering


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 minute
  • Classes: Paladin, Sorcerer, Wizard

Target a creature you can reach, attempting to bind them to you with a touch. If the target is unwilling, make a melee spell attack. On hit or if the target is willing, for the duration of the spell if that creature is within 60 feet you can ignore the range requirement of spells, attacks, conditions, and abilities targeting that creature.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, whenever you cast another spell that targets an area instead of a creature, you can choose to include the affected creature as if it was within the area of effect of that spell as long as it is within 60 feet of you.

Psychic Wail

2nd-level shattering


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Warlock, Wizard

Target a creature within range and force it to make an Intelligence saving throw as you flood its mind with horrors. Creatures that can't be frightened automatically succeed this saving throw. On failure, the creature becomes frightened of you and must expend its full movement on its turn moving towards the closest creature it considers an ally as it seeks someone who can save it from these visions. If it sees no such creatures, it does not move.

Immediately upon casting this spell deal 1d8 psychic damage to all creatures within 10 feet of the target. You may expend a bonus action on subsequent turns to repeat this effect.

At the end of each of its turns, the target can make another Intelligence saving throw. The target has advantage on this saving throw if it is outside of the range of the spell or has total cover from you. On a success, the spell ends on the target.

At Higher Levels: If you cast this spell with a spell slot of 3rd level or higher, the spell deals 1d8 additional psychic damage per spell level above 2nd.

Crack the Sky

3rd-level shattering


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a silvered feather, worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard

A fracture appears in the sky above you, releasing 5 beams of cosmic light. Each beam hits a creature of your choice that you can see within range. A beam deals 3d4+3 radiant damage to its target. The beams all strike simultaneously, and a creature cannot be struck by more than one beam at once.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell creates one more beam for each slot level above 3rd.

Twist Fate

3rd-level shattering


  • Casting Time: 1 reaction, which you take when an attack, saving throw, or ability check is determined to be a success or failure
  • Range: 30 feet
  • Components: S, M (a set of bone dice worth at least 1gp)
  • Duration: Instantaneous
  • Classes: Bard, Warlock

You attempt to try fate once more. When a creature makes an attack, saving throw, or ability check within range and the result is determined but no damage has been rolled you may force that creature to attempt the roll anew.

At Higher Levels: If you cast this spell with a spell slot of 4th level or higher, you can force the new roll to no longer have advantage or disadvantage if it had it.

Accelerate

4th-level shattering


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A coffee bean)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Sorcerer, Wizard

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is increased by 10 feet and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

After each of the affected creature's turns, its initiative is increased by 1d8 for the duration of this spell. If the spell ends before the duration is complete, the affected creature's initiative is reduced by 20.

Withdraw

4th-level shattering


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Sorcerer, Warlock, Watcher, Wizard

You prepare yourself to avoid upcoming danger. If you are subjected to any damage while this spell is active, you can choose to use your reaction to instead take no damage, sending yourself a little ways into the future. You vanish and reappear in the nearest unoccupied space from where you left at the start of your next turn. When you use this feature of the spell, the spell ends.

At Higher Levels: When cast using a spell slot of 6th level or higher, you can target any number of willing creatures within 15 feet of yourself to also disappear, reappearing at the start of your next turn.

Mind Shield

5th-level shattering


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small piece of a mammal's brain)
  • Duration: 1 hour
  • Classes: Bard, Cleric, Paladin, Sorcerer, Warlock, Watcher, Wizard

You shield your mind or the mind of a willing creature you touch from the outside world. For the duration the target gains resistance to psychic damage. Shattering spells have disadvantage to hit the affected creature, and it has advantage on saving throws against shattering spells.

In addition, the creature's mind and emotions cannot be read, and it cannot be communicated with telepathically unless it is willing. The creature is also immune to the madness that timeshattered storms cause.

Stop

5th-level shattering


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a timeshattered shard worth at least 100 gp)
  • Duration: Concentration, Up to 1 minute
  • Classes: Wizard

You attempt to force a creature out of time that you can see within range. The target creature must make an Intelligence Saving throw. On a failed save, the target has their speed halved and cannot take reactions or multiple attacks on their turn as it begins to disassociate from reality. On a successful save, the creature isn't affected and the spell ends.

The following turn the creature must make another Intelligence Saving throw. On failure, the creature becomes restrained and is frozen in time for the duration, unable to act or move. While in this state the target has resistance to all damage and is immune to all status effects. Every time the frozen creature is damaged, it can repeat the saving throw.

 

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