Sorcerer
Base Class: Sorcerer

The deep magic that dwells into the plane of Erathem is an ancient force tied the never forgotten "Chanomais", this beings made of pure entropy were the very first sentient life forces that once ruled the world. Their magic was strong and tameless , tied to the destruction and annihilation of matter and time.

Some bloodlines are magically intertwined to the "children of moradin" and in some special beings this never ending pool of energy is still available.

Entropy's incarnate

At 1st level, you have a deep understanding on the forces of destruction and the passage of time that causes it.
When you enter combat you can impose disadvantage on the initiative roll of your enemy, "stopping" his intentions as a bubble of time magic surrounds him. This feature has uses equal to your Charisma modifier (minimum of 1).
As an action you can try to mark an unwilling creature with the "Mark of Entropy", the creature marked has to make a Charisma Saving Throw against you spell save DC, if failed the creature is marked for 1 minute(you can see an ancient gliph on the marked creature, it bursts with flashing blue ligt and energy) as time and destruction magic surround the target, choose one of the "incarnations of entropy" listed at the end of this subclass.
You have uses of this feature equal to your Sorcerer's level divided by 2 + your charisma modifier (minimum of 1) per long rest, this uses are called "Mark points".

 

This timeless knowledge bound to your being expresses into some physical traits as well, roll a d6 to choose from this table:
1- Your skin is white and pure, with some shimmering of blue untamed magic that surrounds yourself.
2- Your eyes change colour based on your mood.
3- Your chest glows with a faint blue shimmer.
4- As the first "Chánomais" you are very tall and slender, your arms are longer than usual.
5 - When you approach untamed fire, a stream of water or some of nature's creations the elements that you come in contact with start to decay, blue crackling light emits from them.
6- The passage of time doesn't seem to work on you, as you age you remain similar to your "young self".

Incarnations of Entropy

1- Time Dilatation
You can delay the effect of a spell on an enemy, choosing to execute the spell when a condition you chose occurs, this Incarnation costs 2 sorcerer's points.
2- Heating of Metal
You know the spell "Heat metal" and can cast it on a marked enemy using 4 sorcerer's points without expending a spell slot, you don't have to hold concentration on the spell.
3- Destruption of Earth
Using your innate sense for destruction you can make the ground on which your marked enemy is standing explode into a burst of hot material. You can spend 3 sorcerer's points to cause the terrain under your enemy to become difficult terrain in a 20ft radius, the target has to make a Dexterity Saving Throw against your spell save DC, on a failed save its knoked prone.
4- Transmutation of elements
Spending 1 sorcerer's points on a spell you cast, you can exchange one type of elemental damage into another.
5- Rearrainging of Particles
After you cast a spell you can decide to spend 1 sorcerer's point to teleport into an unoccupied space 15ft from where you cast the spell, as you decompose your particles and rearrange them into another location.
6- Speed burst
Spending 4 sorcerer's points you can give yourself a boost of speed, as time around you slows, you feel quicked and can take another action on top of your normal action.
7- Disintegration
You know the spell "Disintegrate" and can cast it using 8 sorcerer's points on the marked creature.
8- Time bend
You warp time for up to 6 willing creatures, spend 2 sorcerer's points, this time bend lasts for 1 minute, during this period the creatures you chose don't take damage but are still affected by any condition, when the minute ends you and the creature affected by "time bend" take every damage you didn't take during that time.
Make a Constitution Saving Throw with the DC based on the damage taken(DM's discrection) the creature that fail this save take one level of exhaustion.

Destruction of Time

At 6th level your knowledge on time control hones, as you mark a creature with your "Mark of Entropy" you can decide to stop the target in place for a brief moment, making the bearer of the mark stand still for 5 seconds.
As you try to hold time still in a being the very destruction forces that you can control lashes outwards from the mark, make a Constitution Saving Throw(Dc based on the initiative roll of the harmed creature) on a succes you can shield yourself from harm and on a failed save you suffer 2d6 of froce damage as blue crackling energy erupts from the mark.

Choose another "Incarnation of Entropy" from the list, you add it to the other previously known, you can also forgo one of the Incarnations known, choosing another one from the "Incarnations of Entrophy" list.

Entropy Bubble

At 14th level you can decide to shield yourself with a warp of time and destruction magic. This bubble functions in two ways:
- If you are hit by a melee attack you can try and perish the very weapon that is trying to harm you, as a reaction make a Charisma Saving Throw against the attack roll of your enemy, if you succed the weapon is destroyed anyway if it's a magical weapon it loses its magical proprierties for the next coming turn and it's not destroyed. If you fail the Saving Throw you are hit by the attack and suffer normal damage.
- If elemental magic tries to harm you, you can deplete its energy, consiuming it as the elements that form the spell are absorbed by the bubble.
Roll 4d8, you reduce the damage of the spell by that roll and if you exceed the damage taken you heal yourself by the remaining number.
After 1 turn the bubble ceases to exist bursting into energy and damaging every living being in a 10 foot radius centered on yourself, you deal damage equal to your Charisma Modifier.
You have uses of this equal to your "Mark points" and you can expend one of this points to use the said feature.


Choose another "Incarnation of Entropy" from the list, you add it to the other previously known, you can also forgo one of the Incarnations known, choosing another one from the "Incarnations of Entrophy" list.

Son of the Chanomais

At 18th level being the offspring of the creature that once ruled Erathem your well of energy is infinite and now you can tap into this deep knowledge and power without any refraints.
You have control over the elements that shape the world, you ignore resistance to fire, cold, lightning, acid damage.
Choose one type between these 4, you ignore immunity of the chose type.

Choose another "Incarnation of Entropy" from the list, you add it to the other previously known, you can also forgo one of the Incarnations known, choosing another one from the "Incarnations of Entrophy" list.

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