Sorcerer
Base Class: Sorcerer

When you were born magic infused into your body, giving you great power but, you are never able to enjoy the full control that others possess.

Unstable Magic Overflow

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a spell, roll a d100 and add you spell level x2 to the roll, if the result is a live 50% the DM can have you roll on the wild magic table. Roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

 

Magical Overflow

Starting at 1st level, whenever you cast a spell of first level or higher, you can choose to have your magic lash out at an enemy within 30ft of you. The damage equals your character level + the level of the spell cast. 

Overpowered Spells

Your power is so raw and powerful that when you cast a spell of 1st level or higher, it acts as if it was cast at one level higher. Due to your overpowered spells, you cannot fully concentrate on spells. When you are concentrating on a spell and it reaches half its duration, you must make a DC 15 concentration check to maintain the spell and repeat the saving throw every round afterwards.

Unstability Field

Starting at 6th level,  you can spill your magic into a 15ft radius around you, causing spells to sometimes go awry. On your turn, you can spend 2 sorcery points as a bonus action to activate your field. This Field lasts a number of rounds equal to your Spellcasting Modifier. While you field is active you gain the following effects

  • You can use your reaction to try and break down the magic of a spell that passes through your field. Roll a d20 + your spellcasting modifier as if casting the spell "Counterspell." If you succeed the spell fails and you must roll on the wild magic table at the end of the turn.
  • If someone casts a spell inside your radius, they must roll a Percentile die as if affected by your Wild Magic Surge feature.
  •  You can spend 1 sorcery point as a spell passes through your field to warp the spell, and applying one of the following effects.
    • Change the damage type to and other type other then Bludgeoning, Piercing, or Slashing
    • Apply a damage bonus equal to your Spellcasting Modifier + the spell level

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic.

  • Your Unstability Field now only costs 1 sorcery point
  • Once per short rest, you may overpower a spell even further, casting it at 2 levels higher instead of 1.
  • As part of your Unstability Field ability, you may now spend your reaction to apply your metamagic to a spell that passes through the field.

Spell Maximaxation

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell, you may choose to roll the maximum amount of damage possible. Due to the large amount of power flowing through your system, you take a single level of exhaustion.

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