Sorcerer
Base Class: Sorcerer

Infinity is a term that no mortal can truly comprehend. It goes on forever, but to define any point in time, you would need to see the start and the finish. For those chosen to carry the torch of the Phoenix of Infinity, your character will go through endless trials in order to fulfil their half of their prophecy.

You will save the world, at least once. And at that point, what then? Will you continue to guide the gateway to a prosperous future, take hold of your nurtured power and rule it? Or will you simply fade away into obscurity, the job now being done.

Infinite Outcomes

At 1st level, once per turn, whenever you cast a spell that deals damage, you may roll on the table below. The damage of that spell becomes the corresponding damage type, and the spell gains bonus damage equal to your Charisma Modifier (min. 1)

Infinite Outcomes Table
d10 Damage Type

1

Cold

2

Fire

3

Psychic

4

Acid

5

Poison

6

Necrotic

7

Radiant

8

Force

9

Thunder

10

Lightning

When you reach 5th level, you can roll an additional d10 and choose your damage type from the damage types rolled instead. If you roll a duplicate, you deal more bonus damage equal to your Charisma Modifier. The amount of dice rolled also increases by 1 at 11th, and 17th level. Additional duplicates rolled stack with more damage.

Child of Prophecy

When you were born, you were always destined for greater things. You are bound by the cosmos to enact some kind of prophecy regarding the safety of the whole world. At 1st level, your starting Alignment must be Good.

Cosmic Resilience

At 6th level, your body undergoes a transformation. Your hair, if not already, turns black- and it almost seems like sequins or glitter is stuck in it, resembling constellations. You are immune to any form of spatial radiation or re-entry hazards. You are also able to breathe where there is no atmosphere. You also gain a flying speed equal to half your walking speed, leaving behind a thin trail of space dust behind you.

Bane of Entities

At 14th level, whenever you reduce a creature to 0 hit points, that creature cannot be revived or resuscitated by any means, allowing you to permanently end any threat that befalls you. Also at 14th level, whenever you roll on your Infinite Outcomes table, you gain immunity to the damage type rolled until the start of your next turn, as your magic swirls around to protect you from harm. You can only benefit from 1 immunity at a time this way.

Cosmic Blast

At 14th level, as an action, you can send a mental message of up to 25 to as many creatures of your choice on the current plane of existence that you occupy- calling out to try and best a foe before you. Both you and those targets can spend as many hit points as that creature wants to coalesce into one single blast with a range of 1000 feet, transferring your life-force into one single blast. Target one creature in that range that you can see, and they must make a Dexterity Saving Throw equal to your Spell Save DC, or takes magical damage equal to the amount of hit points spend in this way- formed in the shape of a star. This damage cannot be resisted, or be immunized. On a success, the target takes half damage. If the creature is reduced to 0 hit points as a result of this action, their body is perpetually propelled through the cosmos with an infinite amount of velocity, joining the stars.

You can only use Cosmic Blast once every long rest.

The Phoenix of Infinity

At 18th level, as an action, take on your true empowered form for 1 minute. You gain resistance to all magical damage, and at the start of each of your turns whilst this effect is active, you gain Temporary Hit Points equal to half your Sorcerer Level. Whilst you are in your true form, you gain 1 additional action per turn. When this effect ends, your hit point maximum is reduced by half until you complete a short or long rest.

You can only use The Phoenix of Infinity once every long rest.

Previous Versions

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