Sorcerous Origins

Myst Touched

Your magical ability comes from the enchanted Mysts that pervade the untamed reaches of the world. Some say that it drifts onto this plane from the Feywilds, others that it is a remnant of the elemental chaos that preceded reality as we know it.

Natural Attunement

Your link to the natural magic of the Myst allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Grip of the Myst

Starting at 1st level, whenever a creature enters a 30ft radius around you, you may use a reaction to make brambles made of Myst appear and bite at their feet. For the rest of

their movement this turn any terrain within a 30ft

radius of you is considered difficult terrain for that

creature (doesn’t apply if the creature has a flying or

hovering speed etc.).

Starting at 2nd level you may use a reaction and

spend a sorcery point to affect any creature in a 30ft

range of you with this feature until the start of your

next turn.

Walking Source

Starting at 6th level you may use a bonus action to

cause Myst to start gushing out of your body, creating

a volatile area of magic around you. You may do this

once per long rest.

A 30ft radius around you is covered in a thickened

cloud of Myst. The area within the Myst is lightly obscured, except to you and creatures of your choice, who can still see

clearly. Up to six allied creatures of your choice within the Myst receive half cover from attackers who rely on sight

to make their attacks and have neither true sight nor the ability to see through illusions.

The Myst dissipates after 1 minute. It ends early if you

are incapacitated, if you die, or if you dismiss it at will.

At 18th level allies who would be granted half cover are also given the effects of the blur spell.

Billowing Connection

Starting at 14th level, once a long rest you may use a

bonus action to create a tether of Myst between any 2 creatures within 60ft of you. The creatures you choose

must be a maximum of 30ft from each other at the

time that you form the tether. The tether lasts for 1

minute. For the duration of this feature any spells of

first level or higher that target one of the tethered

creatures has its effects applied to both of them (the

spell must specifically target 1 of them, if the spell

affects an area the effect of this feature does not apply).

When the tether breaks, any ongoing effects that were gained through the tether are lost for the creature that received them due to the tether. (Damage, healing, and temporary hit points are retained; any other effects are lost.)

The tether is broken if you are incapacitated, if you die, if the tethered creatures are 45ft or more apart, or if you spend a bonus action to break it.

Empowered Source

Starting at 18th level, you may use Walking Source a number of times equal to your Charisma modifier (a minimum of once) instead of once. You still regain all uses after a long rest.

Any enemy that enters a 30ft radius around you is affected by the effects of Grip of the Myst while Walking Source is active.

Notes The choice on whether creatures affected by Billowing Connection know that they must move 45ft away from each other to break the tether is left to DM's discression, but it is suggested that it is done through an Int or Wis save.



























































