Sorcerer
Base Class: Sorcerer

Touched by a stone of magical power. Inherited from a powerful family member. You gain a powerful and unique form of magic, probability magic otherwise known as hex magic. This magic allows for abilities otherwise.

Hex Magic

Due to the source of your magic, your magic works a little differently than conventional magic. It works based on percentage and likeliness, when casting a spell, treat it as if you were using the ready action (you can ready your action for something as vague as "if a creature attacks me" or as specific as "if a certain creature with the poisoned condition reaches lower than 20 hit points and could die in the next turn or so.") When you do, the spell is cast as per normal, if it requires concentration, you don't need to concentrate on it but still make the needed saving throw to keep it up when you're hit, you may have up to three concentration spells activated at once without having to trade one out for another one you're casting. When you make the concentration saving throw, you make one saving throw for all spells that are concentration spells, if you fail the saving throw they all lose effect, if not they all stay. For every spell that wasn't activated at the end of combat, you regain a spell slot of the corresponding spell level.

Hastened Hexes

Having gotten used to your casting style, you begin to learn to cast them quicker and quicker. You now may cast spells equal to half your maximum spellcasting level rounded down as a bonus action.

Timed Hexes

Having gotten to a more advanced form of Hex Magic you may choose to forgo the normal Hex Magic form of spellcasting and instead have a spell go off at a certain time. The time is determined based on the spell, a 1st level spell would go off in 1 turn, a 2nd in 2 turns and so on. You must choose the target or area of the spell on the turn when you choose to start the timer, the target or area cannot change unless the target is dead or no longer exists, or the area chosen no longer exists.

Reality Warper

As a reaction to a creature starting their turn, you may try to warp the reality of a creature to match an event for your hexes. Make a charisma saving throw with a DC equal to the creature’s health divided by 5 rounding down. On a successful saving throw they fulfill the events needed to encounter the hex spell of your choice. On a failed saving throw the creature continues with its turn as normal.

Hex Warps

Whenever you expend a spell slot you may choose to expend any amount of sorcery points as well. For each sorcery point expended, you may cast a spell 2 levels higher instead to a maximum of 9, you don’t use the spell slot associated with the level of the spell you choose to cast. 

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