Base Class: Sorcerer
Whether by destiny, blind chance, or nefarious intent, you have been granted awesome power - and the price to wrestle with. Sorcerers of this ilk not only gain the simple abilities of spellcraft like their brethren, their abilities reach beyond that. Their reality bending potential is unparalleled, and the cost to pay: terrible.
Spells of Actuality
Starting at 1st level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or a conjuration spell from the sorcerer, warlock, or wizard spell list.
Make Manifest
At level 1, you have been blessed (or cursed) with mind blowing power. As an action, you can accomplish incredibly feats of bending reality to your whims. This power can range from simple acts, up to the level of a Wish spell. Regardless of the use, you must roll a d100 immediately afterwards. Effects based on your roll happen according to the Manifested Disaster table.
Once you use this ability, you must finish 3d8 long rests before you can use it again.
|
d100 |
Manifested Disaster |
|
1 |
No consequences. You got off this time. |
|
2-10 |
A month’s worth of time passes for everyone except you and the individuals in your immediate vicinity you share some form of connection with. Unaffected individuals perceive you as having spontaneously disappeared. Upon your reappearance you are biologically 10 years older. |
|
11-20 |
A terrible natural disaster strikes a location you’ve been to in the past year. |
|
21-30 |
An important item in you or your allies’ possession is lost - transported to a perilous location or otherwise destroyed completely (roll an appropriately numbered dice to see which member of your party this affects). |
|
31-40 |
The cosmic veils are temporarily thinned. A group of demons, devils, aberrations or fey arrive at a random point in the plane you are in when using Make Manifest to wreak havoc. |
|
41-50 |
The Weave is thinned and a Wild Magic field appears at a location you’ve been to in the past year. |
|
51-60 |
You, and everyone in your immediate vicinity you share some form of connection with, as well as 1d6 random individuals from around the world are transported to a random location. |
|
61-70 |
A trusted ally suddenly becomes a hostile enemy towards you. |
|
71-80 |
The Weave becomes knotted and an Antimagic Field appears at a location you’ve been to in the past year. |
|
81-90 |
An ancient evil awakens - and becomes determined to hunt you down for your powers. |
|
91-100 |
Someone close to you suffers an excruciatingly painful death. If there is truly no one you hold dear, the same fate comes for you. |
Opportunistic Wormhole
Starting at 6th level, your can temporarily disobey the laws of reality and bend space when you expend or create sorcery points. Whenever you do so, you can teleport up to 30 ft. to an unoccupied space of your choice.
Prophetic Intervention
Also at level 6, your connection to your power deepens and new possibilities arise. Whenever you use Make Manifest, you can temporarily look into the future and glimpse at the consequences. If you decide you would rather not suffer them, you can attempt to stop the ability. If you do so, roll a d12.
On a roll of 1, you fail to stop it and the whatever you originally intended comes into effect. On a roll of 2-12, you successfully stop it. If you succeed at stopping, your use of Make Manifest is not expended, and the consequence changes to something different.
Regardless of if you succeed or fail, if you make the attempt you gain a point of exhaustion.
Galactic Ward
Also beginning at 14th level, your mere existence is perplexing to the universe and your mind reflects this. Whenever you are forced to make a Wisdom or Intelligence saving throw, you can choose to make a Charisma saving throw instead.
Absolute Finite Control
Beginning at 18th level, you have grown accustomed to and somewhat adapted to the huge amount of power within you. Whenever you don't have Make Manifest available, you can add 1d4 to any saving throw and attack roll you make.
Additionally, whenever you use Make Manifest, regardless of if you stop it or not, the residual arcane energy replenishes all your expended spell slots.
The number of long rests needed before Make Manifest replenishes is also reduced to 2d8.
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