Base Class: Sorcerer
You belong to the Chaos Weaver Sorcerers, beings that can tap into chaos magic by circumstances dictated at birth. A sect of Chaos Weavers come from accessing Hemocraft, focusing on martial fighting, and only tap into their chaos magic to enhance their blows or weaken their enemies' defenses. Chaos Weaver Sorcerers utilize chaos magic to its fullest potential.
Spells utilized by mages of every kind manifest in different ways, with additional side effects. Fire spells burn bright blue, cold spells freeze a sickly green, and lightning strikes a deep-set maroon. At the beginning of your use of your powers, the chaos magic is difficult to control, but with regular use, you will master your abilities further and further. Additional damage, stun effects, and armor debuffs can be gained by the chaos effect on the spells you cast on your enemies, and residual effects of spells can be increased with the progression you make in chaos magic.
Chaos Magic
At first level, your spells are imbued with chaotic energy. The following effects occur:
1. Spells that cause Fire Damage manifest in a bright blue colorization, and a successful hit requires the enemy to roll a Constitution save against your spell DC. A failure results in the creature sustaining 2d6 fire damage at the end of each of its turns, spanning a minute (10 rounds). This damage increases by 1d6 at 5th level, 11th level, 16th level, and 20th level.
2. Spells that cause Cold Damage manifest in a sickly green colorization, and a successful hit requires the enemy to roll a Dexterity save against your spell DC. A failure results in the movement speed of the creature targeted being halved, or fully if the spell already decreases the target's movement. Additionally, if the creature is airborne, and fails the save, they plummet to the ground. Huge or Gargantuan creatures are immune to this feature
3. Spells that cause Lightning Damage manifest in a dark maroon colorization, and a successful hit requires the enemy to roll a Wisdom save against your spell DC. A failure results in the enemy becoming stunned. At the end of each of its subsequent turns, it can repeat the saving throw to break the condition.
Chaos Intermediate
At 6th level, your control over chaotic energies has crossed a certain threshold. You can use one of your metamagic abilities without spending sorcery points. This can only be done once per long rest.
Chaotic Surge
Once per long rest, you can spend 2 sorcery points to take an additional action. Furthermore, when you roll a critical hit with one of your chaos spell attacks, you can add 2 more damage dice, and double them as well as those initially rolled.
Chaos Mastery
Now, when you use your metamagic ability without using sorcery points, shown in the Chaos Intermediate feature, the cooldown is once per short rest, instead of once every long rest. Additionally, when you use your Flexible Casting ability to convert sorcery points to spell slots, you can create 2 slots of the intended level.
Previous Versions
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