Sorcerer
Base Class: Sorcerer

You have made contact with or have been magically influenced by the raw, and un-tempered form of raw kinetic magic known as Chance Magic. You may have done so by experimenting with transmutation magic, or researching the creation of the planar-verse. Or even contacting entities with access to Chance Magic, such as Gods, or shady extraplanar traders. Either way, you are now able to bend reality around you, and you know to always leave things to chance.  

The Chance Magic Sorcerer knows how to bend probability just as easily as the nature of things around them, play a Chance Magic Sorcerer to control the battlefield with a fount of ever shifting magic, and know incredibly flexible spells that can effect both you and enemies.

Level 1: Fount of Potential

Starting at 1st level, as an Action, you invoke a beacon of untapped magical potential called a Fount of Potential. This Fount is opened in an unoccupied space of your choice within 10 feet of you, and causes a magical field with a range of 15 feet to be opened. 

You may open a Fount of Potential an amount of times equal to your Proficiency Bonus.

Once this Fount is opened, roll 1d6. The result dictates the nature of the Fount, and what effects it will have over all creatures present within it. 

 

1

Fount of Storms

2

Fount of Bogs

3

Fount of Blades

4

Fount of Time

5

Fount of Size

6

Fount of Gravity

 

 

  • Fount of Storms: Within this fount, winds, lightning and thunder rip through it’s radius. All enemies take 1d6 Lightning Damage for each round they are within its radius. All allies gain a +1 to Dexterity Saves.
  • Fount of Bogs: Stinking mud pits and foul fog permeate the radius of this fount. All enemies treat the area as difficult terrain. All allies have access to the Dodge Bonus Action while within it, as they can hide in the fog. 
  • Fount of Blades: Blades, daggers and other sharp metals erupt from the ground. All enemies within this fount take an extra 1d4 bleed damage every time it moves. All allies have a +1 on Melee attacks with Slashing, Piercing, or Bludgeoning Attacks.
  • Fount of Time: Time speeds up and slows down at random intervals within this fount. All enemies within this fount lose the ability to use Bonus Actions and Reactions (this excludes Legendary Actions). All allies gain an extra 5 feet of movement speed.
  • Fount of Size: All objects and creatures in this fount begin to grow and shrink in size. All enemies in this fount shrink one size category, and have -2 to all Strength Saving Throws. All allies in this fount increase one size category and gain +2 to Strength Saving Throws. 
  • Fount of Gravity: The radius of this fount becomes a well of shifting gravity waves. All enemies within this fount must make a Strength Saving Throw (DC 10 plus your Proficiency Bonus) at the start of each turn or are knocked Prone. All allies within the fount gain a fly speed of 10 feet, but must return to the ground at the end of their movement. 

The Fount of Potential can be dispelled with a Dispel Magic Spell. 

These founts are incredibly unstable, therefore, whenever you attempt to use Meta Magic inside of the founts, make a Proficiency Check (DC 11). If you fail the check, the fount is overwhelmed and disappears. If you pass, the fount remains and you get the chance to change what fount you open. 

Level 6: Transmutive Damage

Starting at Level 6, as a Reaction, you can spend 1 Sorcery Point to change the damage type of an attack made by another creature within your Fount of Potential.

The Damage Types you can change the attack to dealing are Slashing, Piercing, Bludgeoning, Fire, Cold, Acid, Lightning, and Force. 

Additionally, the range of your Fount of Potential expands from 15 feet to 25 feet.

Level 6: There's Always a Chance

Starting at Level 6, whenever an ally of yours fails a Skill Check outside of Combat, you can allow them to reroll the same check and take the new result. 

You can do this once per Short Rest.

Level 14: Supplant Armament

Starting at Level 14, if a creature is within your Fount of Potential, as an Action, you may attempt to transform a weapon they are holding with an item that can be held with one hand and costs no more than 50 Gold Pieces. 

When attempting this, make a Proficiency Check (DC 10+ your Charisma Modifier). If you succeed the check, the item is replaced with an item of your choice that meets the above stipulations. If you fail the check, the item bends out of shape and only has a -1 penalty to its attacks. 

You can do this once per Short Rest

Level 14: Bend the Stream

Starting at Level 14, whenever you roll to determine your Fount of Potential, roll the d6 twice. You can now choose which of the two results occurs.

In addition, you can now open a Fount of Potential within 20 feet of you, and it has a radius of 35 feet.

Level 18: Bountiful Fount

Starting at Level 18, whenever you open your Fount and roll the 2d6 to determine the fount’s nature, you can choose to activate both of the results at the same time. 

Additionally, the range of your Fount of Potential increases from 35 feet to 50 feet.