Base Class: Sorcerer
Many who have tasted chaos and delve within it's confines have never been able to return to the consciousness of reality; their minds occupied by the disastrous whirlwinds of destructive knowledge. However, between the lines of possibilities and the cracks of reality, the minds that wander peacefully in the chaotic side of the arcane knowledge and, who have tapped into their innermost innate latent potentials; are known as those who walk on the path of calamity.
Having the knowledge and wisdom of the world and utilizing the innate arcane possibilities, you walk down a path of power; the likes of which no one has seen. You wander inside your own mind, controlling the chaos that dwells within you.
Destructive Aura
An invisible aura pours out of you, enveloping a 20ft radius around you.
Creatures of your choosing within this radius has to make a wisdom saving throw with a DC of your AC + your charisma modifier. (creature(s) behind cover are still affected). On a fail, the creature(s) will be frightened and will take 1d12 psychic damage. On a success, the creature(s) will not be frightened and the damage will be halved.
During the end of each of that creature(s) turn, they can make a wisdom saving throw. On a success, the creature(s) will no longer be frightened.
Resonance From Within
Starting at 1st level, you may choose spells and cantrips from any spellcasting class.
The Madness of Knowledge
Starting at 3rd level, after every long rest, you may switch out up to 2 spells that you know, with any other spell of the same level(s) of any class.
In addition, your number of known spells is increased by 5.
The Pandemonium's Decree
Starting at 5th level, once during each day, you may cast 1 spell that you know using a spell slot of 1 level lower. (1st level spells can be casted as cantrips).
Sign of Chaos
The resonance of chaos ripples within you, and from within it, your command over your body and of the arcane is more resolute. This resolution enables you to cast 2 spells in 1 turn.
In addition to that, you can also perform 2 actions in 1 turn. However, if you conduct your 2nd action, you are unable to move for the rest of that turn.
The Darkened Law
Starting at 10th level, twice during each day, if a creature conducts a dice roll, you may change the result into a 1 or a 20.
However, every time you do this; your next dice roll will have disadvantage.
Calamities Attunement
When you reach 14th level, you are immune to all negative conditions. (except unconsciousness).
In addition, Once during each day, when you would reach 0 hit points, you remain on 1 hit point instead.
Empowered Blight
When you reach 18th level, your understanding and unison with the arts of calamity has enabled you to gain +3 extra spell slots for each level.
Previous Versions
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5/11/2021 12:03:14 AM
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0.5
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5/11/2021 12:48:56 AM
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5/20/2021 10:20:29 AM
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10
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1.5
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5/20/2021 11:00:20 AM
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11
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2
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