Veil-Scarred

Veil-Scarred

1st-level Veil-Scarred feature

Veil-Scarred sorcerers were exposed to raw dimensional energy—perhaps during the Unveiling, perhaps from a Veil Engine accident, or maybe from prolonged time in a Mist Corridor. The exposure didn't kill them; instead, it infused them with chaotic magical power. Their magic is unstable, unpredictable, and tied to the thin places between realities.

Origin Spells

You learn additional spells when you reach certain levels in this class, as shown on the Veil-Scarred Spells table. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known.

Sorcerer Level Spells
1st fog cloud, shield
3rd blur, misty step
5th blink, fear
7th confusion, dimension door
9th mislead, teleportation circle

Reality Flux

At 1st level, the Veil's energy flows through you unpredictably. When you cast a sorcerer spell of 1st level or higher, roll a d6. On a 5 or 6, choose one creature within 30 feet of you (including yourself). That creature teleports to an unoccupied space it can see within 15 feet of its current location.

Dimensional Instability

At 1st level, your connection to the Veil makes you harder to pin down. As a bonus action, you can become partially incorporeal until the end of your turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Warp Strike

At 6th level, you can channel dimensional energy into your attacks. When you deal damage to a creature with a sorcerer spell, you can spend 1 sorcery point to force the target to make a Charisma saving throw. On a failed save, the target is teleported to an unoccupied space you can see within 30 feet of it.

Veil Rift

At 14th level, you can tear small holes in reality. As an action, you can spend 3 sorcery points to create a 10-foot-radius rift centered on a point you can see within 120 feet. The rift lasts for 1 minute or until you dismiss it (no action required). The area within the rift is difficult terrain and heavily obscured.

When a creature enters the rift for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, it takes 4d10 force damage and is teleported to a random unoccupied space within 30 feet of the rift. On a successful save, it takes half damage and isn't teleported.

Master of the Veil

At 18th level, you've achieved mastery over dimensional magic. You gain the following benefits:

  • You can cast plane shift once without expending a spell slot. You regain the ability to do so when you finish a long rest.
  • When you use your Metamagic, you can spend sorcery points as normal or instead allow a random creature within 30 feet of you (DM determines randomly, can include you) to take 1d6 force damage per sorcery point you would have spent. If you do this, you don't expend sorcery points.
  • You can use your Dimensional Instability feature without expending a use. You can move through creatures and objects freely while incorporeal (you still take damage if you end your turn in an object).

Features

Origin Spells
Reality Flux
Dimensional Instability
Warp Strike
Veil Rift
Master of the Veil