Sorcerer
Base Class: Sorcerer

Your innate magic seems without precedence to most. It appears wild, chaotic even, but there is a logic to it. You don't know what that logic is, but it has to have some pattern to it. There just has to be. Sometimes, everything seems on the verge of fragmentation, as if one wrong move could break everything, but then it corrects itself. It often feels like the universe is unraveling, somehow, but the fabric of time and space never seems to stay frayed. Maybe there's something more you can control about this power...

Sorcery Glitch

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1 or a 20, roll on the Sorcery Glitch table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Glitched Magic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

 

d20

Effect

1

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

2

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

3

You cast confusion centered on yourself.

4

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

5

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

6

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

7

Everything you see seems to jitter and glitch for the next minute. You have disadvantage on Wisdom (Perception) checks that rely on sight.

8

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

9

You cast Thunderclap immediately.

10

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

11

Illusory lines of binary float in the air within 10 feet of you for the next minute.

12

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

13

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

14

You regain your lowest-level expended spell slot.

15

All creatures within a 60-feet radius immediately break concentration on any spells.

16

For the rest of the day, your skin is covered with an illusory script of random text in binary.

17

You treat all terrain as difficult terrain for the next minute.

18

You glow with bright green 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.

19

You immediately fall prone.

20

You regain all expended sorcery points.

 

Cheat Code

Starting at 1st level, you can manipulate the forces of order and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Sorcery Glitch table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature early.

Bend the Rules

Starting at 6th level, you have the ability to twist fate using your glitch magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Data Miner

You gain access to the spells Alter Self and Counterspell.

RNG Manipulation

At 14th level, you gain a modicum of control over the glitching of your magic. Whenever you roll on the Sorcery Glitch table, you can roll twice and use either number.

Extra Damage = true

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Copy-Paste

Starting at 18th level, when another creature casts a spell that you don't know, you can spend 2 Sorcery Points use it on your next turn as if you knew it. You can only do this once per long rest.

Previous Versions

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3/5/2022 10:20:01 PM
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