Galactic Enigma
We're all used to fantasy DnD, and WotC (among others...) have offered us a fair amount of horror content over time, but what about our third pillar of genre fiction? Sci-fi has been touched on before in earlier editions, in such settings as Spelljammer, but barely a whisper of such content has made it to official release. Many homebrewers have taken up the challenge of adding a lot of science to 5E, and Galactic Enigma is our first contribution to the cause. We hope you enjoy hopping through wormholes like thousands of spacefaring travelers before you.
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Galactic Enigma
Some scholars argue that the fabrics of space are fundamentally broken by the arcane, while others insist that the laws of nature lay the very foundation for magic to exist in the first place. One thing is certain, however: those who master these fabrics are unparalleled in their ability to create and control portals and rifts, the links between the stages of reality.
You are a creature of galactic influence. Your lineage might be traced back to anything from a planar traveler to a creature tied to astrological movements. Whatever the source, your magic stems from the heavenly bodies that subtly influence the material realm. You gain a connection to space that allows you to magically control the position of matter and to bend and shift the barriers between planes.
Galactic Enigma Features
Sorcerer Level Feature
1st Spatial Slip
6th Arcane Wormhole
14th Stars Align
18th Mystical Space Typhoon
Spatial Slip
Starting when you choose this origin at 1st level, your connection to the heavens allows you to shift your position from harm’s way. When you take damage, you can use your reaction to teleport to an unoccupied space that you can see within 15 feet of you. If you do, you create an arcane rift in the space that you teleported from. An arcane rift occupies a 5 foot space, does not impair movement, is translucent, and lasts for 1 minute, disappearing early if you create another arcane rift.
When you cast a cantrip while an arcane rift is within 60 feet of you, you can cast the cantrip as if you were in the space that the arcane rift occupies. Alternatively, when you cast a leveled spell while an arcane rift is within 60 feet of you, you can spend 1 sorcery point to cast the spell as if you were in the space that the arcane rift occupies.
Arcane Wormhole
At 6th level, the power of the cosmos has given you the ability to redirect the magical energy of your enemy’s spells. You learn counterspell, which doesn’t count against your number of sorcerer spells known.
In addition, when you cast counterspell, if you successfully cause a spell to fail and that spell had a casting time of 1 action, you can attempt to recast the spell on your turn without expending a spell slot if it is of a level for which you have spell slots (ie. a level 5 sorcerer could not cast a 4th-level spell). In order to do so, you must focus on that spell as if you were concentrating on it until the start of your next turn, at which point you must immediately cast the spell or it fails. When you do so, you can choose to create an arcane rift in an unoccupied space that you can see within 30 feet of you and you cast the spell from the space that the arcane rift occupies. After you successfully recast another creature’s spell in this way, you cannot do so again until you finish a long rest.
Stars Align
At 14th level, when you cast a spell from an arcane rift, you can choose one of the following effects:
An attack roll that you make with that spell has advantage.
Any one creature affected by the spell has disadvantage on the next saving throw made to resist the spell’s effects.
Mystical Space Typhoon
By 18th level, you have mastered your own control over the powers that surround you. As an action on your turn, you can end an ongoing arcane rift within 60 feet of you to create a mystical space typhoon centered on the space that the arcane rift occupied. When you do so, you can choose one of the following effects:
You cast teleport as if you were in the space that the arcane rift occupied with a range of 60 feet.
You create a vortex of time and space centered on the space that the arcane rift occupied with a radius of 60 feet. The area affected is difficult terrain. A creature caught in this vortex other than you must make a Constitution saving throw at the start of its turn, taking 33 (6d10) force damage on a failure, or half as much on a success. This effect lasts for 1 minute, or until you fall unconscious or dismiss it as an action.
You open a portal to another plane and summon a random creature(s) to the space that the arcane rift occupied, as determined by a roll of a d20 on the Rift Summons table. The creature acts on its own, and its attitude towards you is determined by the DM. If multiple creatures are summoned or if the creature summoned is Large or bigger, they appear as close to the space that the arcane rift occupied as possible out to a range of 60 feet. If the creature(s) does not have enough room to manifest, they are forced back to their home plane.
Once you create a mystical space typhoon, you cannot do so again until you finish a long rest.
Rift Summons
d20 Creature(s)
1 1d20 flumphs
2 1 deva
3 2 unicorns
4 1 djinni
5 1 gynosphinx
6 1 githzerai zerath & 2 githzerai monks
7 1 pentadrone, 2 quadrones, 3 tridrones, 4 duodrones, & 5 monodrones
8 2 xorn
9 1 gray slaad
10 1 red slaad & 1 blue slaad
11 1 beholder
12 2 mind flayers
13 1 githyanki knight & 2 githyanki warriors
14 1 erinyes
15 1 horned devil
16 1 arcanaloth
17 1 ultroloth
18 1 glabrezu
19 1 nalfeshnee
20 1 gnoll fang of yeenoghu, 2 gnoll pack lords, & 6 gnolls