Sorcerer
Base Class: Sorcerer

Much like Wild Magic, your innate ability to cast spells could come from a myriad of sources. The difference is that your magic is exceptionally difficult to control the strength of. As you cast spells your magic tends to surge forth like a breaking dam, often increasing the power of the spell, but running the risk of hurting yourself in the process. CON is your spellcasting ability.

Chaotic origins

Either you or one of your ancestors was exposed to the raw magical energies that flow between the planes and hold creation together. Because of this, your magic flows through your body like a raging torrent, making it exceedingly difficult to control. 

The surging energy courses through you, altering your body. You may choose one of the following or make your own variation.

1)The chaotic magic inside you causes your eyes to appear to have constant bolts of energy crackling inside them.

2) The excessive energy you exude makes your body to appear to leave trails behind it as you move.

3) Any time someone touches you they get a sight static shock.

4) Your heart beats twice as fast as a normal person.

 

 

 

Backlash

When using an ability that requires you to roll for backlash (i.e. the overcharge ability) you will roll 1d20 and add your proficiency modifier. If you roll an 11 or higher you were successful in controlling your magic and suffer no backlash. If you roll 2-10, roll whatever additional damage die was added through your abilities as force damage to yourself (i.e if you overcharge a spell and roll an additional 1d6 for damage, you will roll 1d6 force damage to yourself). If you roll a Natural 1 on your Backlash die, double the dice you roll.

Overcharge

At level 2 you gain the ability to spend 1 sorcery point to overcharge your spell. For any spell that uses a spell slot, and that would cause damage, roll the damage dice as if you had cast it at the next highest level. You must specify the additional damage die, to be used as extra damage and in the backlash roll. You must then roll a Backlash die (d20+prof)

Overheat

At level 6 you can spend 3 sorcery points to make your magic begin to boil over. For 1 minute (with concentration), with any damage based spell you cast, you may roll an additional 1d8 force damage to your damage rolls. You must roll for backlash after each spell.

If this effect lasts it's full duration the overheated energy inside you bursts outward forcing everyone within a 10ft radius of you, excluding yourself, to make a Dex save. On a failure they take 6d6 force damage and be knocked back 10ft, half on a success and are not knocked back.

If you lose concentration in this effect, everyone with a 10ft radius, including yourself, must make a Dex save, taking 6d6 force damage on a failure and are knocked back 10ft, half on a success and are not knocked back.

If you willingly end this ability before it's duration, roll a backlash die using a 1d8 as the damage die.

Supercharge

At level 14, when you Overcharge a damage based spell that targets a single creature, you may spend an additional sorcery point to Supercharge that spell, causing it to explode outward on impact. On top of the Overcharge effect, the spell now also does damage of the same type in a 5ft radius from the intended target. You must still roll a backlash die after each spell.

Meltdown

At level 18 If your hit points are reduced to 0 the chaotic energy within you becomes uncontrollable and bursts forth from you. Every creature within 30 feet of you must make a Dex saving throw or take 1d6 force damage per spell slot level you have remaining (i.e. 1st level spell = 1d6, 3rd level spell= 3d6, two 4th level spell = 8d6). Half on a success. The remaining spell slots are considered spent, but you retain any Sorcery points that you had. You can use this ability once per long rest.

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