Sorcerer
Base Class: Sorcerer

Mood Sorcerers are empowered by their state of mind, drawing on the raw emotional energy to fuel their arcane powers. Often, these sorcerers discover their magic in childhood through powerful emotional outbursts that generate magical spectacles. Mood sorcerers tend to be highly sensitive and very emotional people, experiencing emotions on a scale that no common person comprehends. On the positive side, people experience mood sorcerers as friendly, highly passionate, very evocative people. On the negative side, mood sorcerers are perceived to be volatile, unpredictable, hysterical, and difficult to handle.

Level 3: Mood Spells

When you reach a Sorcerer level specified in the Mood Spells table, you thereafter always have the listed spells prepared.

Mood Spells
Sorcerer Level Spells
3 Vicious Mockery, Silence, Hellish Rebuke, Calm Emotions, Tasha's Hideous Laughter
5 Beacon of Hope, Fear
7 Phantasmal Killer, Confusion
9 Dominate Person, Rary's Telepathic Bond

 

Level 3: MOTD

 Your mood is volatile and everchanging, but grants you effects depending on your emotional state. After a long or short rest, roll a 1d20 to determine your mood based on the table below.

Your DM may trigger a change in your mood by requesting a 1d20 roll in situations where you experience strong emotions. You may resist the mood change with charisma check of DC 15.

You are immune to the effects of Calm Emotion.

Roll Result Mood Boon Bane
1 DM's choice of mood    
2 to 4 Grief Your grief forms a shadowy barrier around you, isolating you and granting you half cover. Grief's overwhelming sadness slows you down and dulls your attacks. Your movespeed is reduced by 10ft and your spells deal 1d6 less damage. This reduction in damage increases to 1d8 at level 5, 1d10 at level 11 and 1d12 at level 17.
5 to 7 Anger Your anger empowers your spells. Once per turn, when you cast a spell that damages one or more creatures, you can add 1d4 to the damage dealt to one creature. This damage is the same type as the spell's damage. The damage added increases to 1d6 at level 5, 1d8 at level 11 and 1d12 at level 17. Anger dulls your mental sharpness, and you have disadvantage on saves to maintain concentration.
8 to 10 Fear Despite your fears, your anxiety gives you the ability to anticipate the future. Attacks on you have disadvantage. You have the frightened condition, and the source of your fear is chosen by the DM. If the frightened condition is removed from you, roll for your mood again, rerolling if you land on fear. If you land on the DM or your choice options for this reroll, fear cannot be chosen as the replacement mood.
11 to 13 Disgust Your DM determines your source of disgust. You are motivated to get away from your source of disgust. Your movespeed increases by 10ft and you cannot be attacked with opportunity attacks. Your disgust however, spreads, and you emanate a 15ft aura that affects you and your allies, reducing wisdom and charisma checks and saves by half your proficiency bonus (rounded up).
13 to 16 Pride Your pride empowers you. Once every round at the start of your turn, if you received damage from a hostile creature while your mood is Pride, you regain 1 sorcery point. Hidden shame lurks behind your pride and it causes you severe distress. Each time you cast a spell using a spell slot, take 1d6 psychic damage. This increases to 1d10 at level 5, 2d6 at level 11 and 2d10 at level 17.
17 to 19 Elation You emanate an aura of infectious joy. Allies within 30ft can add half your proficiency bonus (rounded up) to their wisdom and charisma saving throws. You may also add your proficiency bonus to charisma checks. Joy makes you impulsive and insensitive to others. You have disadvantage on wisdom and charisma checks, as well as attack rolls.
20 Your choice of mood    

Level 3: Temperamentality

Once each round, when you apply Metamagic to a spell, roll 1d20. Your mood changes based on the result, using the MOTD table.

Emotional Regulation

When under the effects of Innate Sorcery, you may use 1 sorcery point to ignore the effects of Temperamentality. You may do this after the roll.

Additionally, you may spend 2 sorcery points to reroll your Mood. You must use the reroll. 

 

Level 14: Emotional Dysregulation

You let your emotions run loose. As a bonus action, you roll 2d20 and apply the moods indicated by the two rolls simultaneously, gaining effects of both moods. Your dysregulation lasts for 1 minute. You may do this once per long rest, unless you spend 5 sorcery points 

Level 18: You Need to Calm Down

You learn the spell Calm Emotions and always have it prepared. It does not count towards your number of spells prepared.

You may cast the spell using a bonus action centered on yourself. You are not immune to the effects of Calm Emotions when you cast it on yourself.

When you cast this spell on yourself, your mood is suppressed while under the effects of this spell. You lose all effects granted by your mood for the duration of the spell. In this focused state, you gain +2 to your spell DC and spell attacks, but your ability to strengthen your spells is weakened. Your upcasted spells require a spell slot that is 1 level higher in order to cast (e.g. upcasting a spell that is originally level 1 to level 4 would require a level 5 spell slot).

Suppressing your mood has consequences. When the effect of Calm Emotions ends, your suppressed mood triggers a mental backlash and you take 4d10 psychic damage. You receive 1 level of exhaustion.

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