Sorcerer
Base Class: Sorcerer

A strange, tingling aura surrounds your body. A trace of an event, whether an accident or a circumstance, when you have been exposed to an immense amount of energy from a powerful source of magic. This event has leaved a mark on you, be it physical or psychical.

The event can be for example you touching an ancient artefact, attempting or being present at a successful or failed ritual, or being hit by a spell or curse that was supposed to kill you.

Event Manifestation

At 1st level, you choose a type of abnormality for your character. Additionally, Thaumaturgy is added to your Sorcerer spell list.

d4 Abnormality

1

Anything you come in physical contact with is struck with static electricity.

2

In low light to darkness, your irises faintly glow.

3

There are strange-looking burns on the affected parts of your body.

4

 Each time you use a spell, you experience a mild headache.

Phase

At 1st level, your magic infused body overflows with energy. As a bonus action, you go into a phase for 1 minute. You gain the following benefits while in Phase:

  • Once every turn, you may choose to deal additional damage once with one spell equal to your sorcerer level. The type of dealt damage is the same type of damage that the event caused you.
  • You are resistant to the same type of damage that the event caused you.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Phase reflects an aspect of the event. For example, your form could be your body sparking with lightning, forming arcs of energy, or your eyes might glow while your affected arm burns with blue fire.

Blazing Phase

While you are in Phase you have resistance to the same type of damage that the event caused you. In your case, you are resistant to fire damage.

Frigid Phase

While you are in Phase you have resistance to the same type of damage that the event caused you. In your case, you are resistant to cold damage.

Storm Phase

While you are in Phase you have resistance to the same type of damage that the event caused you. In your case, you are resistant to lightning damage.

Tainted Phase

While you are in Phase you have resistance to the same type of damage that the event caused you. In your case, you are resistant to acid damage.

Absorb Magic

Starting at 6th level, when you are hit by a spell, you can use 3 sorcery points as your reaction to regain 2d8 of your hit points before the spell takes effect.

Outbreak

Starting at 14th level, you can direct the retained energy inside of you, ending your Phase, and causing your surroundings to be hit by the same type of damage that the event did to you.

Acid Outbreak

Starting at 14th level, you can direct the retained energy inside you to cause your surroundings to be hit by the same type of damage that the event did to you. In your case, it is acid.

As an action, you can end your Phase to burst out a wave of energy. Each creature in a 25-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 10d10+5 acid damage on a failed save, or half as much damage on a successful one. The acid dissolves flammable objects in the area that aren’t being worn or carried.

Using this action more than once per long rest will wear you down, and you will take one point of exhaustion if you fail a DC 15 constitution saving throw.

Fire Outbreak

Starting at 14th level, you can direct the retained energy inside you to cause your surroundings to be hit by the same type of damage that the event did to you.

As an action, you can end your Phase to burst out a wave of energy. Each creature in a 35-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 10d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Using this action more than once per long rest will wear you down, and you will take one point of exhaustion if you fail a DC 15 constitution saving throw.

Frost Outbreak

Starting at 14th level, you can direct the retained energy inside you to cause your surroundings to be hit by the same type of damage that the event did to you.

As an action, you can end your Phase to burst out a wave of energy. Each creature in a 35-foot-radius sphere centered on you must make a Constitution saving throw. A target takes 9d10 cold damage on a failed save, and their movement is reduced to 0 until the end of their turn. On a successful save, the target only takes half as much damage.

Using this action more than once per long rest will wear you down, and you will take one point of exhaustion if you fail a DC 15 constitution saving throw.

Storm Outbreak

Starting at 14th level, you can direct the retained energy inside you to cause your surroundings to be hit by the same type of damage that the event did to you.

As an action, you can end your Phase to burst out a wave of energy. Each creature in a 35-foot-radius sphere centered on you must make a Wisdom saving throw. A target takes 8d10 lightning damage on a failed save, and are paralyzed until the end of their turn. On a successful save, the target only takes half as much damage. It ignites flammable objects in the area that aren’t being worn or carried.

Using this action more than once per long rest will wear you down, and you will take one point of exhaustion if you fail a DC 15 constitution saving throw.

Overflowing Power

At 18th level, you are overflowing with magical energy. You can recharge 3 of your sorcery points as a bonus action on your turn.

Once you use this feature, you can’t use it again until you finish a long rest.

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