Sorcerer
Base Class: Sorcerer

Either cursed by a god or born this way, you have been given magical abilities at a price. The immature magic inside of you lashes out with a mind of it's own, although if you can learn to manage it often comes with unwanted side effects. Most of these sorcerers want to be rid of this power, or be broken by it completely

Cursed Mage sorcerors have no choice but to lead a life of aventure, either to find a way to rid themselves or to protect their loved ones. They tend to sell themselves to dietes in exchange for some freedom, others seek out powerful wizards. But nothing can rid a sorcerer of this curse.

In some sorcorers the curse becomes alive, speaking in their heads and taking control at times, either causing pain and sorrow or befriending the sorceror. Either way the chaos caused by this curse is more than any mortal can bear and often breaks the mind of mages who do not use their power carefully.

Curse

Immediatly after you cast a spell of 1st level or higher, you roll a d10. On a 1 roll on the Curse Embodiment table below for the effect caused. If that effect is a spell, it is too chaotic to be affected by your Metamagic. Furthermore after one day of not using your magic, the magic curses you. When cursed in this way you roll on the Curse Embodiment table every time you cast a spell. This happens 7 times before the curse lifts.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance 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 Curse Embodiment table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

 

Physical Curse

When you do so make a charisma saving throw equal to your spellcasting save DC. If you succeed you may give a creature advantage on the next roll they make. If you fail you roll on the Curse Embodiment table twice. After failing this saving throw three times you gain one short term madness described in the Dungeon Master Guide. If you fail three times in the span of a day you gain a long term madness.

Semblance of Control

 Whenever you roll on the Curse Embodiment table, you can roll twice and use either number.

Spell Bombardment

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.

Curse Embodiment Table

d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you emit bright light in a 10 foot radius and dim light in another 10 feet. You have disadvantage on stealth checks 53-54 You gain a short term madness for the next minute
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell targeting the creature within 60ft. of you with the most hit points 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your shrink by a number of inches equal to the roll 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you lose 2 hit points at the start of each of your turns. 65-66 You and  three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have advantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An horrifying scar appears on your left eye for the next minute. During that time, you have disadvantage on Wisdom (Perception) checks that rely on sight. 75-76 You have vulnerability to all damage until the start of your next turn.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 3 actions. 77-78 You cast Polymorph on yourself. You turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an random unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 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. 81-82 You can take one additional action immediately. The DM controls this action acting as the curse.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 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.
35-36 You create an antimagic field 60 ft. in diameter centered on you. The spell follows you around 85-86 You cast Mirror Image. Each other image lasts until killed and beleives themselves to be the real you.
37-38 1d6 pissed off commoners controlled by the DM appear in unoccupied spaces within 60 feet of you. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 The closest hostile creature regains 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself, but have difficulty controling yourself and have disadvantage on all ranged attacks. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You die in 24 hours unless you bathe in blood.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 Your magic takes total control of you for 1d6 minutes. Your alignment becomes chaotic evil and you must use your actions attacking a random creature. You gain a short term madness after you regain control.

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