Sorcerer
Base Class: Sorcerer

A high risk, high reward being made of entropy and chaos who thrives on disarray even in the form of natural 1s on a d20. The universe tears at the seems as those being of utter chaos manipulate the powers of maigc to have higher payoff in a way even other sorcerers cannot accomplish with two unique metamagics. These beings of disorganized spellcasters need not things such as "order" or "planning" especially when they have the awesome power of RANDOM CASTING, being allowed to cast extra spells, without choosing which exact one to cast. With enough time, the chaos festers within them and can eventually influence the spells of other casters. Beware the Entropic Body Sorcerer, for their magic is as unpredictable as they are.

Embodiment of Entropy

At level 1, Whenever you make a critical fail on a spell attack roll or roll a 1 on a spell save, you gain resistance to all magic damage until the start of your next turn.

At level 3, you have these two types of metamagic available for you to choose from when picking metamagic.

 

Chaotic spell

If you cast a spell that requires a spell save, you can spend 3 sorcery points so one target of the spell can make its first save from the spell with double advantage (roll 3 d20 and use the highest result out of the 3). If the target fails the save with double advantage, roll twice as many damage dice for resulting damage from failing the save.

Entropic spell

Entropic spell – If you make a spell attack roll with disadvantage, you can spend 1 sorcery point to impose double disadvantage on yourself (roll 3 d20s use the lowest as the result). If you manage to hit with double disadvantage, the spell does extra damage of the spells type equal to double your proficiency bonus. 

Combat Chaos

if you roll initiative and your initiative score is lower than your charisma score, you can spend one sorcery point to re-roll your initiative. You can only do this once per initiative roll.

If you have resistance to magic damage because of Embodiment of Entropy, you can expend a reaction and one sorcery point to instantly give your magic damage resistance to a creature you are touching. Doing so removes the magic damage resistance from you and the magic damage resistance stays on the creature until the start of your next turn.

Random-Casting

At level 14, you can number 10 of your sorcerer spells 1-10. If you have expended all your spell slots and sorcery points, you can roll a d10 to cast a numbered spell that has the same number as the result. You can only cast a spell this way if you have all the necessary components and you always cast it at the lowest level possible.

You have three uses of this feature; you regain all three uses at the end of a long rest. You can renumber your spells 1-10 upon learning a new spell.

Magic redirection

At level 18, if you see someone release a spell, you can spend a number of sorcery points equal to the spells level + 1 and a reaction to change the target of the spell. The new target of the spell must be within an appropriate range for the spell in relation to the caster.

You have one use of this feature and you regain it after a long rest.

Previous Versions

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