Chaotic Rift (5e Spell)

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Chaotic Rift
9th-level transmutation
Casting time: 1 action
Range: 60 feet
Components: S, M (a shard of obsidian which is consumed by the spell, a ruby amulet worth at least 500gp, a silvered sapphire ring worth at least 500gp)
Duration: Concentration, up to 10 minutes


Prerequisite: Must be a Quantumancer or Wild Magic Sorcerer

You've learned to control the chaos of otherworldly magic. You may put a portion of the battlefield into a state of Limbo (dmg 61-62). So long as you maintain total concentration, which sacrifices your bonus action, reaction, half your movement, and your action can only be used to end the spell or create one of the following effects within a spherical area that extends up to 60 feet in all directions from the caster:

  • Lightning = one strike, 1d10 Lightning damage;
  • Eruption = 1d10 Fire, Cold, Acid, or Thunder damage;
  • Quake = 1d10 Bludgeoning or Piercing damage and knock prone;
  • Entrap = Create difficult terrain under, build walls around, open a 10ft revene under, or restrain a person or group in an area no larger that 20 square feet.;
  • Gravitate = Alter the force of gravity. Unlike the other abilities, this will always affect the entire area.
    • Increasing gravity increases fall damage die to 1d10, walking is difficult terrain for anyone with less than 13 STR, checks and saves to resist falling or dropping an item or to catch an item or person are made at disadvantage;
    • Decreasing gravity reduces the fall damage die to 1d4, jump height and distance is doubled, checks and saves to resist falling or dropping an item or to catch an item or person are made with advantage.

Any creature within 5ft of an effect must make a DEX save against your spell save DC or suffer full damage. You can describe cosmetic and material changes at no cost. You also gain three special actions called Legendary Actions, which you can use at the end of any creature's turn, and all expended Legends Actions are restored at the beginning of a round. You can only use Legendary Actions on another creature's turn, and you can only perform one Legendary Action on a turn. You have all of the aforementioned abilities to use as Legendary Actions. The caster can choose to end the spell as an action, and can decide whether it ends abruptly or it slowly fades back into normality. If not ended as an action, Limbo ends abruptly when the caster is incapacitated or cannot maintain concentration, leaving the terrain deformed, potentially unstable, and composed of odd materials.

Designed in conjunction with the Quantumancer archetype.


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