Base Class: Sorcerer
Distortion sorcerers draw upon the chaos plane of Pandemonium. By channeling the power of Pandemonium into other planes, they manipulate reality.
1st: Chaos Magic
You learn additional spells when you reach certain levels in this class, as shown on the below. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
1st: Unseen Servant, Magnify Gravity
3rd: Warp Sense, Arcane Lock
5th: Nondetection, Pulse Wave
7th: Fabricate, Dimension Door
9th: Transmute Rock, Contact Other Plane
1st: Manifested Excellence
You can bend reality to give you an edge.
Before you make an ability check, saving throw, or attack roll, you can choose to gain a bonus to the roll equal to your charisma modifier + 1.
You can use this feature once per rest.
1st: Chaos Control
After initiative has been rolled, you can choose to force all creatures including yourself to reroll initiative and everyone must use the new roll.
Beginning at the start of the second round, and on every turn afterwards, you can disrupt the order of combat. You may force an unwilling creature to make an intelligence saving throw to switch initiatives on a failed save, nothing will occur on a successful save. You may also choose to swap initiatives with a willing creature.
6th: Altered Reality
Your prowess over chaos and pandemonium grant you the power to change the fabric of reality temporarily.
At the start of a round, you may choose a creature within 60 feet to be subjected to one of the following effects:
- Force the creature to make a dexterity saving throw. On a failed save, choose a weapon, magic item, or piece of armor the creature is wearing. The matter making up the equipment changes, rendering it useless until the end of the round. Armor would lose it benefit, and a weapon would become useless. A magic item becomes non magical. Sentient magic items are immune to this ability.
- Force the creature to make a constitution saving throw. On a failed save, their mouth disappears, replaced by smooth skin. The creature is unable to speak or perform the verbal components of a spell. This effect lasts until the round ends.
When you use this feature, you cannot make a bonus action on your turn. When a creature fails the saving throw, they are immune to this ability for the next minute. You may use this feature an amount of times equal to your proficiency bonus each long rest.
14th: Displaced Axis
At the start of the round, force all small or larger creatures you can see within 100 feet touching the ground or another solid surface to make an intelligence saving throw against your spell save DC.
Your reality altering magic gains jurisdiction over the axis of yourself and any creature that failed. At any moment during the round, you can swap the positions of two creatures that failed the saving throw if they are both on the same plane. The ground beneath them trembles and shifts as the two creatures switch places. This can be used to switch the target of an attack or to switch a creature into the effected area of a spell. You cannot move a creature to a space they would be forced to squeeze, instead placing them in the nearest unoccupied space. You can only change the position of a creature once during the round.
You can only use this feature once per long rest.
18th: Pandemonium Incarnate
At the start of the round, you can choose to unleash your Pandemonium ancestry until the end of the round. A second head and a second set of arms grows out of your body. Armor you are wearing breaks and falls off unless specially crafted to accommodate your extra limbs and head. Until the round ends you have the following benefits:
- Your second head grants you advantage on wisdom, charisma, and intelligence saving throws
- As a reaction, your second set of arms can cast a spell at the end of a creatures turn. The spell must have a casting time of an action or a bonus action.
You can use this feature once per long rest. Each additional use will cost you 2 sorcery points, plus additional sorcery points equal to the spell slot level of the spell cast by your second set of arms.
Previous Versions
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