Sorcerer
Base Class: Sorcerer

Unstable Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Every time you cast a spell roll 1d20 to determine your spell's stability. This does not apply to reaction and social spells.

Untapped Power

Starting at 1st level, your lack of skills are compensated with raw power. Your max Charisma is increased by 4 to a max of 30, but you have -5 to Charisma and Arcana checks, and Disadvantage on all skill checks. You also add your spellcasting modifier to all spells.

Spell Fortitude

Starting at 6th level, due to the nature of your powers your constitution is higher than most and you've developed the ability to heal your allies with your words. Your Constitution score increases by 2, to a maximum of 20. You are granted advantage on Constitution saving throws. You learn the Mass Healing Word spell, but it doesn’t count against your number of sorcerer spells known. You cannot replace it with another spell.

Pierce the Veil

At 14th level, if you land a spell attack, you can choose to reduce the armor of your target by 4 for one turn, making your target more vulnerable to incoming attacks.

Critical Overload

Beginning at 18th level, the harmful energy of your spells intensifies. If you roll a natural 20 your spell does double damage or healing. However, you take 25% of the effect back to yourself as necrotic damage or healing.

Unstable Magic Surge

D20

EFFECT

01

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

02

You can take one additional action immediately.

03

Your spells this turn deal max damage or healing effects

04

Your spell is cast again on the nearest ally to the target, this does not require a spellslot.

05

Up to three creatures you choose within 30 feet of you take 4d10 damage of your elemental choice.

06

You cast fly on a random creature within 60 feet of you.

07

You are frightened by the nearest creature until the end of your next turn.

08

You regain all expended sorcery points.

09

You cast polymorph on a random creature within 60 feet of you until the end of your next turn. DM decides the new creature.

10

You regain 2d10 hit points.

11

Heal each ally within 30 feet of you for 1d10, you take damage equal to the sum of the damage healed as necrotic damage.

12

You lose all unused sorcery points.

13

You cast fireball as a 3rd-level spell centered on your target.

14

You teleport 60 feet to an unoccupied space of your choice that you can see.

15

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

16

Your spells this turn deal the minimum damage or healing effects

17

You are surrounded by faint, ethereal music for the next minute.

18

For the rest of your turn, your spells that require 1 action have a casting time of a bonus action.

19

Your spell is cast again on the nearest enemy to the target, this does not require a spellslot.

20

You lose 2d10 hit points.

   

Unstable Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Every time you cast a spell roll 1d20 to determine your spell's stability. This does not apply to reaction and social spells.

Unstable Magic Surge

d20

Effect

01

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

02

You can take one additional action immediately.

03

Your spells this turn deal max damage or healing effects

04

Your spell is cast again on the nearest ally to the target, this does not require a spellslot.

05

Up to three creatures you choose within 30 feet of you take 4d10 damage of your elemental choice.

06

You cast fly on a random creature within 60 feet of you.

07

You are frightened by the nearest creature until the end of your next turn.

08

You regain all expended sorcery points.

09

You cast polymorph on a random creature within 60 feet of you until the end of your next turn. DM decides the new creature.

10

You regain 2d10 hit points.

11

Heal each ally within 30 feet of you for 1d10, you take damage equal to the sum of the damage healed as necrotic damage.

12

You lose all unused sorcery points.

13

You cast fireball as a 3rd-level spell centered on your target.

14

You teleport 60 feet to an unoccupied space of your choice that you can see.

15

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

16

Your spells this turn deal the minimum damage or healing effects

17

You are surrounded by faint, ethereal music for the next minute.

18

For the rest of your turn, your spells that require 1 action have a casting time of a bonus action.

19

Your spell is cast again on the nearest enemy to the target, this does not require a spellslot.

20

You lose 2d10 hit points.

   

Untapped Power

Starting at 1st level, your lack of skills are compensated with raw power. Your max Charisma is increased by 4 to a max of 30, but you have -5 to Charisma and Arcana checks, and Disadvantage on all skill checks. You also add your spellcasting modifier to all spells.

Spell Fortitude

Starting at 6th level, due to the nature of your powers your constitution is higher than most and you've developed the ability to heal your allies with your words. Your Constitution score increases by 2, to a maximum of 20. You are granted advantage on Constitution saving throws. You learn the Mass Healing Word spell, but it doesn’t count against your number of sorcerer spells known. You cannot replace it with another spell.

Pierce the Veil

At 14th level, if you land a spell attack, you can choose to reduce the armor of your target by 4 for one turn, making your target more vulnerable to incoming attacks.

Critical Overload

Beginning at 18th level, the harmful energy of your spells intensifies. If you roll a natural 20 your spell does double damage or healing. However, you take 25% of the effect back to yourself as necrotic damage or healing.

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2021 4:38:12 PM
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5/30/2021 3:57:29 AM
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10/25/2021 10:06:24 AM
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