Sorcerer
Base Class: Sorcerer

Sometimes the magic becomes so old or damaged that it comes undone and becomes unpredictable. Your innate magic has started to unravel and become unstable, you may have been exposed to a failed ritual,  lingered too long in the aftermath of a cataclysmic magical battle, or been too close to a destroyed artifact. However it happened, the magic within you became unpredictable and uncontrollable, waiting to flow out of you from the slightest pin-prick.

Unraveled Magic Quirks

d6

Quirks

1

You tremble and shake for seemingly no reason and your skin radiates with a faint glow.

2

Swirling wisps of energy circle around you randomly then disappear.

3

You become cold to the touch at one moment only to become burning hot the next.

4

Sparks of lightning leap from your mouth as you speak.

5

You smell of honeycomb, sulfur, incense, or guano for hours whenever you cast a spell.

6

Your eyes constantly shift color based on your mood.

Unraveling Arcane

At 1st level, your body is filled with volatile unraveling magic. Whenever you take damage you must succeed on a Constitution check the DC equals 10 or half the damage you take, whichever number is higher if you succeed you maintain the volatile magic inside yourself, on a failure the magic surges outward from you in a 10 ft. radius and all creatures within the radius must make a Dexterity saving throw or take 2d6 + prof. + sorcerer level force damage, half as much on successful save.

Whenever you fall unconscious during battle you release a wave of unraveling magic in a 10 ft. radius and all creatures must make a Dexterity saving throw or take 2d6 + prof. + sorcerer level force damage, half as much on a successful save.

Arcane Residuum

Your senses are attuned to the Arcane, and can follow the threads of residual magical energy at will. Starting at 1st level, you learn the detect magic spell, which doesn’t count against your number of sorcerer spells known. You can cast this spell once without using a spell slot. Doing so with this feature allows you to identify if any spell was cast during the last 24 hours in an area within the spell’s radius. You can use this feature again after a short or long rest.

Vitality Exchange

At 6th, level your body can bypass the distinction between your life force and your magical power through the Arcane. Whenever you take a short rest, you can spend up to half your maximum Hit Dice (minimum of 1, rounded up) to instead recover sorcery points per Hit Dice spent. You cannot spend Hit Dice to recover hit points during the short rest you use this feature in, as your body cannot recover from the physical stress of the exchange.

Arcane Siphon

At 14th level, you learn the ability to harness another creature’s magic. As a reaction, whenever you see another creature casting a spell you may attempt to absorb that magic instead. That creature must make a Charisma saving throw against your spell save DC. On a failure, you absorb that creature’s magic and convert it into sorcery points based on the level of the spell. You cannot use this feature to recover sorcery points beyond your sorcery point maximum.

After successfully recovering sorcery points in this way, you cannot benefit from this effect again until you finish a short or long rest.

Controlled Chaos

At 18th level, you are able to choose when you release a surge of unraveling magic. You no longer have to make Constitution checks when taking damage and instead you can use a bonus action to unleash your unraveling magic which costs 2 sorcery points to use. You may also spend sorcery points to increase the damage and radius of your unraveling magic. For each sorcery point you spend you increase the radius by 5 ft. and add 1d6 force damage.

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