Base Class: Sorcerer
You grew up in an area with a strong magical presence. However, the magic in this area is fundamentally corrupted. It is unstable and strongly manipulates the environment. It sometimes disappears completely in the ethereal plane and the gravity stops for a short time in some places. In addition, the magic often forms energy swirls in the form of powerful chaos storms. Only the most able survive in this environment and their bodies are also corrupted by the magic. Some develop a chaotic form of magic that bursts out of them again and again. These often spend their lives in solitude so as not to endanger their surroundings. But those who have learned to control this energy can develop powerful abilities.
Adapted to the lands of chaos
Your life in the lands of chaos has taught you to defend yourself and survive in difficult circumstances. Starting at the first level, you gain proficiency in the survival skill and you gain proficiency with light armour as well as with one type of one-handed melee weapon.
Chaos body
As your body was constantly exposed to chaos magic, your gain the ability to distort reality around yourself. Starting at 1st level, you gain the ability to assume a defensive stance, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you a blur like affect, witch makes you more difficult to hit. Furthermore the chaos in your body helps you to maintain your focus.
You can use a bonus action to activate this affect, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss this affect at any time (no action required).
While your defensive stance is active, you gain the following benefits:
- You gain a bonus to your AC scaling with your sorcerer level, based on how well you can control your inner chaos.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
AC bonus at 1st level 1d4 when hit with an attack
AC bonus at 6th level 1d4+2 when hit with an attack
AC bonus at 10th level 1d6+2 when hit with an attack
AC bonus at 14th level 1d8+2 when hit with an attack
Ac bonus at 18th level 2d4+2 when hit with an attack
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks
Evasion
Beginning at 14th level, you gain the ability to shift parts of your body temporarily in an ghost like state while dodging certain abilities. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Chaosstorm
Starting at 18th level, you gain the ability to externalise the inner chaos of your body. As an action, you can create a stationary chaos storm centred on your position during creation. The storm appears in the form of a sphere with a radius of 60 feet. Anything that passes through the walls of the sphere takes 10d10 force damage. Magic cannot penetrate the walls of the sphere and projectiles are strongly deflected. Every creature in the sphere rolls a d20 at the beginning of its turn. If the value is 11 or higher, the creature is transported into the ethereal plane or into the plane in which the ability was activated, if they are already there. This effect is similar to the Etheralness (see rules on movement in the ethereal plane). When the ability is activated in the ethereal plane, no creature is transported. An identical copy of the sphere appears in the ethereal plane at a positio relative to the position of the first transported creature. The sphere lasts for one minute and when it disappears all creatures in the sphere return to the plane where the ability was activated.
Once you have used this ability you can no longer use it unless you have completed a long rest or you use 9 sorcerer points to do so.
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