Sorcerer
Base Class: Sorcerer

A revised version of the Tormented origin that is more balanced and more DM friendly.

When a sorcerer experiences a trauma that would send an ordinary creature into madness, the sorcerer’s mind and magic are twisted into an unfeeling shell of their old self. Haunted by nightmares every time they sleep, Tormented sorcerers embrace the nightmare, allowing it to warp them and grant them new and violent powers that terrify and agonize any who are unlucky enough to cross their path. Tormented sorcerers are not inherently evil; however, they are almost always obsessed with finding the creature or creatures responsible for their pain and putting them through an even worse pain before ending their lives in a brutal fashion. It is extremely rare for a Tormented sorcerer to show any amount of mercy to any creature, as the hunger for revenge drives them to do whatever it takes to accomplish their goal. Because of the brutal tactics and powers that they use to defeat their enemies, these sorcerers are often referred to as Tormentors. Tormented sorcerers tend towards chaotic neutral or chaotic evil alignment, as their quest for revenge drives them to do whatever it takes to find the creature responsible for their anguish and make them suffer. Due to the nature of their violent and brutal abilities, Tormented sorcerers are rarely of good alignment.

The person, creature, or combination thereof, that is responsible for their anguish and pain is a Tormented sorcerer's mortal enemy. A Tormented sorcerer wants nothing more than they want to see their mortal enemy go through worse pain and anguish than any living thing has ever felt in history, eventually ending their life in the most painful and agonizing way possible. 

Empowered Scar

You have a horrible scar on your body left by your Sworn Enemy. This scar is both a curse and a source of power to you. Because of its entanglement with your innate magical ability, the scar never gets any better, staying endlessly horrid and ugly. The scar gives you disadvantage on Performance and Persuasion checks, and advantage on Intimidation checks.

Starting at 1st level, once per turn when you deal damage to a creature with a spell, you can use a bonus action to strike your scar with your hand, dealing 1d6 psychic damage to the target of the spell and half of that to yourself. If this damage reduces you to 0 hp, you fall unconscious, but do not go into death saving throws. This damage increases by 1d6 at 6th, 14th, and 18th level.

Warped Magic

Starting at 6th level, you can choose one of the following Metamagic options in addition to your two choices from the PHB. You can choose an additional option from the following list at 10th and 17th level.

Brutal Spell

When you cast a spell of first level or higher that deals damage to a single target, you can spend a number of sorcery points equal to the spell's level to cause the spell to be a critical hit.

Devastating Spell

When you cast a spell that deals damage to a single target, you can spend a number of sorcery points equal to two times the spell’s level (2 sorcery points if the spell is a cantrip) to deal the spell’s damage in an explosion of the spell’s damage type in a radius of 15 ft. centered on the target of the spell. All creatures caught within the explosion must succeed on a Dexterity saving throw against your spell save DC, taking full damage on a failed save or none on a successful one. For spells that deal damage multiple times or over several rounds, this option only applies to one time the damage is dealt. For example, you could use this feature to make Witch Bolt explode in an area while you are channeling it, but it would only apply to that instance. If you wanted to repeat the effect in the next round, you would have to expend more sorcery points.

Horrific Spell

When you kill an enemy with a spell, you can use a bonus action to spend 2 sorcery points to force up to 3 enemy creatures within 15 ft. of the target of the spell to make a Charisma saving throw against your spell save DC. If they fail, they become frightened of you for the next 1d4 rounds, repeating the saving throw at the end of each of their turns. A Remove Curse spell can also end this effect. For every sorcery point you spend above 2, you can effect another creature within 15 ft. of the killed creature.

Maddening Spell

When you cast a spell of 1st level or higher that deals damage to a single target, you can spend a number of sorcery points equal to the spell’s level to force the target to make a Charisma saving throw against your spell save DC. On a failed save, the target suffers one Short-Term Madness effect for 1 minute, as detailed on page 259 of the Dungeon Master’s Guide. A Remove Curse spell can remove this effect.

Scarring Spell

When you cast a spell that deals damage to a single target, you can spend 1 sorcery point to leave a scar on the creature that looks identical to your Empowered Scar. The scar lasts for 1 minute. While they are scarred, you have advantage on attack rolls against that creature, and they have disadvantage on saving throws against only your spells. This effect can be removed by a Remove Curse spell.

Fueled by Vengeance

Starting at 14th level, you can swear vengeance against a specific creature. To do so, you must spend 1 minute conducting a simple ritual that has verbal and somatic components, which can be completed during a short or long rest. For the ritual to succeed, you must know the creature's name or a name or title only associated with that creature. Alternatively, you can perform the ritual if you can see the creature for the duration. The ritual fails if the target has an Intelligence score of 4 or lower. Additionally, you can perform the ritual again to release the creature from your vengeful scope. After doing so, you cannot swear vengeance against a creature for 1d4 days.
            Upon completing the ritual, you always know when the creature is on the same plane of existence as you, and you know when they enter or exit the plane of existence that you are on, but you do not know what plane they go to or come from. Additionally, you can use an action to sense where the creature is. You know which direction and how far away the creature is from you, given in the most appropriate unit. This does not indicate elevation. You can use this feature a number of times equal to your Charisma modifier, regaining all spent uses on a long rest.
           When you complete the ritual, you gain one of the following effects against the sworn creature. You can perform the ritual again the change the effect.

  • Retaliation: When the sworn creature deals damage to you, you can add that damage (up to your sorcerer level) to your next damage roll against the sworn creature.
  • Thrill of the Fight: Whenever you deal damage to the sworn creature, you gain 2d10+your Charisma modifier in temporary hit points. The temporary hit points cannot exceed your hit point maximum. You lose the temporary hit points if you fail to deal damage to your sworn creature for 1 minute. When the creature dies, you lose any temporary hit points you gained from damaging the creature.
  • Powered by Pain: When the sworn creature deals damage to you, you can use your reaction to regain sorcery points determined by the amount of damage dealt. You regain 1 sorcery point for every 15 points of damage dealt. The damage must be dealt in a single attack.

The death of your sworn creature fills you with a twisted satisfaction, empowering you and granting you certain benefits. When your sworn enemy dies, choose one of the following benefits. The benefit immediately takes place upon their death.

  • Bloody Second Wind: When your sworn enemy dies, you are filled with vitality. You immediately regain a number of hit points equal to half of your hit point maximum. You cannot gain hit points above your hit point maximum.
  • Vindictive Rampage: When your sworn enemy dies, you can use your reaction to immediately swear vengeance against another creature. You must meet the normal prerequisites of swearing vengeance against a creature, but you ignore the verbal and somatic components, and the time it takes to perform the ritual is reduced to one bonus action.
  • Drunk on the Kill: When your sworn enemy dies, a burst of magical energy washes over you, recharging your spent magic. You regain 3d4 levels worth of spell slots, up to 4th level.
  • Grisly Renewal: When you sworn enemy dies, your innate magical power wells up, granting you additional power. You regain a number of sorcery points equal to half you sorcerer level rounded down.

Relentless

Starting at 18th level, scoring a critical hit against a creature spurs you on. Once per turn, when you score a critical hit with a spell that targets a single creature, you can expend a number of sorcery points equal to the spells level to immediately cast the same spell again against the same target without expending a spell slot.

Previous Versions

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12/17/2018 6:59:17 PM
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