Sorcerer
Base Class: Sorcerer

Your Spellcasting ability comes from being exposed to an ancient school of magic that was lost for many years. Ontomancy is the ability to control or alter reality and actuality to create, erase, or change items, people, or spells. Ontomancy sorcerers cannot learn or teach their powers to others, as the school chooses the sorcerer to express itself through. Ontomantic powers can come in a variety of shapes and sizes, and can range from small, predictable effects- to wild arcana that blur the lines between the existent and nonexistent.

Reality Warp

Also at 1st level, you can alter reality to cause the outcome of certain events to change in your favor. When you or an ally within 60 feet of you fails an ability check or saving throw, you can expend an amount of Ontomancy Points as a reaction, adding 2 to the roll for each point expended.

Metaphysicality

Starting at 1st level, you can store metaphysical energy from using magic. Whenever you cast a non-cantrip spell or expend Sorcery Points, you gain an Ontomancy Point. You can have a number of stored Ontomancy Points equal to your proficiency bonus, and they disappear after a long rest.

Magical Entropy

Starting at 6th level, your magic can be used to create an unstable ripple in spacetime. You can use a bonus action to expend 2 Ontomancy Points and roll 2d20. The number you roll will produce an effect from the Entropy Table depending on the number rolled.

Entropy Table

 

2d20 roll Effect

2

The next spell that you see casted fails and creates harmless non-magical bubbles.

3

All solid objects in a 20 ft. square around you become sticky difficult terrain for everyone but you for 1 minute.

4

Time goes backwards 5 seconds for everyone but you. This is not enough time to undo a turn in combat.

5

A white orb appears in your hand. Throwing the orb (30ft range) will cause it to detonate, blinding and deafening everyone within 10 feet of it until the end of their next turn.

6

You can take another action immediately and you look as if the blur spell was casted on you for 30 seconds.

7

The ground in a 50 ft. square centered on yourself starts shifting and turning like a clockwork machine. all grounded creatures in this area move 10 feet in a random direction at the start of their turn until the end of your next turn.

8

The spell Reverse Gravity is casted, centered on yourself, however you are immune to it.

9

A random object of the DM's choice starts raining from the sky for 2d4 minutes.

10

If you are in a room, it is flooded with water that only you can breathe in- even water breathing creatures cannot breathe in it. If you are not in an enclosed room, roll on this table again. The water disappears at the end of your next turn. 

11

The closest non-humanoid creature to you transforms into a different creature that is two CRs higher than what it currently is. This change lasts a minute

12

You and a random party member swap positions 

13

Choose a language that you can speak. All creature within 40 ft. of you that cannot speak that language take 2d6 psychic damage.

14

A random object within 60 ft. of you is erased from existence. 

15

All plant life such as grass and bushes become awakened shrubs if they are within 30 ft. of you. The DM decides if they're hostile or not.

16

You regain all expended sorcery points

17

You erupt in flames for a split second and take no damage from it, but a random creature within 20 ft. of you takes 2d6 fire damage- with no visible flames.

18

A creature of your choosing has their vision flipped upside down until the end of their next turn. They have disadvantage on perception checks that rely on sight, they make attacks with disadvantage, and can only move half their movement speed without falling prone.

19

Your outfit changes into a black suit with a red tie for 1d4 minutes.

20

A bowl of soup appears in your hands that grants 2d20 temp. hp when consumed as an action

21

You gain inspiration 

22

A random nonmagical object shoots towards a random creature, dealing 2d6 bludgeoning damage and exploding in pink smoke after it hits.

23

You and one random creature teleport 500 ft. upwards as if by the Dimension door spell and neither of you take damage from the fall.

24

A small box appears in your hand. Opening the box blinds whoever looks into it for 10 seconds. the box disappears 5 seconds after it's opened, or after an hour.

25

For the next minute, you can see secret doors but cannot see normal doors

26

All inanimate objects within 500 ft. of you that are not being worn or carried start falling sideways for 10 seconds. creatures are unaffected

27

Faint, ethereal music starts playing for the next 1d4 hours.

28

The next spell you cast has an opposite effect

29

Roll a d20 and a d10. a random creature with a CR equal to the sum of the number you rolled appears, attacks a random creature, and disappears. 

30

The next time you would roll initiative, ignore the roll and go first.

31

A large amount of assorted fruits start to spill from your pockets for 1d10 minutes

32

You cease to exist for 1d4 minutes or until anyone says your character's name, causing you to reappear next to them

33

The nearest person to you that is wearing shoes has their shoes fuse together when they touch, causing them to fall prone.

34

For the next 1d6 minutes, you can walk through walls as if they were liquid. If this effect ends while you are in a wall, you are teleported out of the wall and take 3d6 force damage.

35

All liquid you touch until dawn starts floating upwards.

36

You become invisible to all creatures but humanoids for 1d4 minutes

37

You have the spell Spider Climb casted on yourself for 10 minutes

38

You gain advantage on all skill checks you have proficiency in for 1 minute.

39

For the next hour, you no longer need to move your legs to walk. Your walking speed is doubled

40

Roll on this table twice, ignoring this result on subsequent rolls.

Ontological Break

Starting at 14th level,  you can use magic to alter the reality and logic that defines a creature. When you hit a creature with a spell attack, you can expend 3 Ontomancy Points to roll a d4, causing one of the following effects:

  1. The target has any resistances or immunities replaced with vulnerability for the next minute.
  2. The target has their ties to reality severed. Any damage caused by them is halved, and they cannot interact with objects until the end of their next turn.
  3. The target becomes a fey, fiend, celestial, and undead for the purpose of any spell or ability that affects those creature for the next minute.
  4. The target is erased from existence until the end of their turn.

Paracausality

At 18th level, you can subvert the cause and effect rules of reality. When you take damage, fail a saving throw, or fall to 0 hit points, you can use your reaction to begin concentrating (as if concentrating on a spell) to ignore the damage, succeed the saving throw, or fall to 1 hit point instead. You can concentrate this way for up to a minute. For that minute, you succeed all saving throws, are immune to all damage, and your Metamagic doesn't consume Sorcery Points. The only saving throws you can fail in this state are the ones made for concentration, which you must make as if this feature weren't active. You can use this feature once per long rest.

For example, if you would take 30 damage , you take 0 but must make a Constitution saving throw to keep concentration as if you took the 30 damage (DC 15). While this feature is active, you cannot gain advantage on Constitution saving throws.

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