Sorcerer
Base Class: Sorcerer

After many generations of magical bloodlines merging and mutating.   Forming unstable magic, bent on destruction, and rarely used because of its uncontrollability.   If left untamed it will taint the soul and leave it splintered across the different planes. When harnessed it can reshape terrains causing earthquakes and even negate other forms of magic. It's the very incarnation of destruction, a flick of the wrist may cause a building to collapse or explode no matter its protection.  

(Inspiration Credit Wild Mage and The Crash Mage)

Untamed Surge

Starting when you choose this origin at 1st level, you unleash a destructive magic surge whenever you're blind, deafened, poisoned, frightened, or unwillingly incapacitated.

d100

Effect

01–02

You are immediately knocked down to half health

03–04

For the next minute, any enemy you can see within 30 feet of you suffers the poisoned condition.

05–06

You cast Heat Metal as a 3rd-level spell on the nearest metal object.

07–08

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

09–10

You cast [spell]Thunderwave[/spell] as a 5th-level spell.

11–12

All creatures within thirty feet are vulnerable to Force damage.

13–14

You cast Vitriolic Sphere centered on yourself.

15–16

For the next minute, you lose 5 hit points at the start of each of your turns.

17–18

Your skin grows unbearably hot and for the next minute, anyone who touches you takes 1d6 fire damage.

19–20

You cast grease centered on yourself.

21–22

Creatures have a disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

The Earth shakes and all creatures in thirty feet are prone

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells do an extra 4d6 radiant damage.

29–30

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

31–32

Your soul is splintered and you are transported to the Abysall 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.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

Roll a d10. 1-5 all you're enemies are vulnerable to fire damage for the next minute, 6-10 you're vulnerable to fire damage for the next minute.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You lose 2d10 hit points.

41–42

Your magic covers your body and you have resistance to all non-magical attacks for the next minute.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast [Tooltip Not Found] on yourself.

47–48

A 10ft tall 10ft long [Tooltip Not Found]  controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, grease comes out of your mouth.

51–52

You are deaf for the next minute.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain your lowest-level expended spell slot.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 radiant damage.

67–68

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

69–70

Each of your party members within 30 feet or the next minute deals for an extra +2 damage.  

71–72

All your spells do double damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast [Tooltip Not Found] targeted on yourself.

79–80

All plants within 120 ft grow thorns and do 1d6 damage to anyone who touches them.

81–82

You can take one additional action immediately.

83–84

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

85–86

You cast [Tooltip Not Found]  

87–88

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

89–90

You turn bright red, and for the next minute, every attack you make heals by the amount it did damage.

91–92

If you die within the next minute, you cannot be revived by any means.

93–94

You decrease an enemy of your choice by one size category.

95–96

You and all creatures within 30 feet of you gain vulnerability to radiant damage for the next minute.

97–98

For the next minute every spellcaster you touch looses a spell slot equal to 1d10-1 and you gain a spell slot of that level.

99–00

You regain all expended sorcery points.

Releasing Strike

Starting at 1st level, your magic is too unstable to self-regulate and starts presenting itself in physical manifestations.   When making an unarmed strike, you unleash your destructive magic and deal 1d6+ Char mod.  This can be used as both an action and a bonus action.

Sorcerer Level Damage
1st 1d6+ Charisma Modifier
6th 1d8+ Charisma Modifier
14th 1d10+ Charisma Modifier
18th 1d12+ Charisma Modifier

Pandemonium armor

Beginning at 6th level, when you aren't wearing any kind of armor, your body is coated in an unstable layer of magic that wreaks havoc on whatever touches it. Your AC now equals 10 + your Dexterity modifier + your Charisma modifier.

Insurmountable Force

Starting at 6th level, provided that you use the Pandemonium armor, you gain an additional 15 ft of speed and you no longer are affected by difficult terrain.

Reckoning force

Starting at 14th level Your destructive magic has infiltrated  all your spells making them do an extra 1d8 force damage

Sovereign Pandemonium

Beginning at 18th level,  The Destructive energy of your Pandemonium Armor has intensified.  You gain resistance to all magical damage and have an advantage against all magic saving throws. 

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