Base Class: Sorcerer
An Improviser, the ultimate Jack of all Trades, Master of None. Considered as useless, or cast out as monstrosities, you do not fit into the mold anyone sets for you. A challenger to the status quo, if someone tells you "That's impossible", you prove them wrong.
A Halfling pokes her head out from behind a tree, glaring at a knoll gaining branches growing out of it as her eyes glow green. An Elf stands in front of a crowd, his firebolts flaring through the sky in various colours and shapes. A Man in grubby robes stands looking at a village under siege, the guards covered in injuries. He raises his hand, and a golden light flashes, all the guards now healed. A Dwarf stands in a cave tunnel, unarmed in front of a horde of zombies, the stone around trembles and forms into weapon after weapon as they grab and through them at the horde, a grim determined look on their face.
The origins of your magic are a mystery wrapped in an enigma, no-one knows where it came from, and most sorcerers will never claim you as one of them. No known ancient bloodline, no mysterious meeting with otherworldly beings, the truth is far weirder. While unknown, your power comes from the presence of multiple neutral souls from multiple races, who went against their races hatred in life and became outcasts for their friends, at your birth.
Able to use any magic not gifted by other beings (unless a being gifts or contracts you to use it), you have but one restriction, the magic cannot be used in a normal fashion, else the spell is warped and will mutate. For example, using Barkskin with intent to be camouflage will work fine, but with intent to be armour will cause it to mutate to something different, such as the target becoming part tree in some way, the spell making leaves instead of bark, or simply being permanent.
Spell Adaption
At the beginning of each day, you may adjust any number of spells with more than one Effect to use only one Effect, these new spells will work for 24 hours, but cannot be used for a further 24 hours in that form afterwards. These spells take up a spell slot each. Spells cast in this fashion count as non-mutated.
At level 7, you may instead change one affect into another affect of the same type. The spell will still mutate, but the mutation will not be permanent and detrimental to you or your allies (one or the other may still happen).
At level 10, you may choose to make any non-mutated spells you cast permanent, and can change two affects per spell.
At level 15, you are instead able to adjust one non-damaging affect into another non-damaging affect, in addition to changing the damage type of the spell. The spell will still mutate, but the mutation will not be permanent and detrimental to you or your allies (one or the other may still happen).
Affect types:
Status Effects (Burn, Poison etc.) Counts as Effect
Appearance Alteration (takes on the appearance of...) Counts as Effect
Physical Alteration (Gains body part, Loses body part, Changes body part, Changes form) Counts as Effect
Buff (+2AC, Bonus to Saving Throw, Darkvision, Invisibility etc.) Counts as Effect
Appearance of Spell (ball of fire looks like stream of water, no change on Effect of spell)
Duration (no more than double original Duration)
Range (touch, self, 30ft, 20ft radius/cube etc.)
Target (Enemies, Allies, All, Environment, Specific etc.)
Imbue Adjustment
Starting at 6th level, as a bonus action you may imbue one of your weapons with an adjusted spell at the expense of 1 spell slot. On each hit roll a D20, if 10 or below, the weapon hits as normal, if Even above 10, the spell effect occurs unmutated, if odd above 10 the spell effect occurs mutated.
Mutated Thingamajig
Starting at 14th level. You gain the ability to turn something into a Mutated Thingamajig. When the Mutated Thingamajig touches something or someone, the person or thing it touches gains a vulnerability or resistance to a random damage type. Roll 2D10. On the first D10, 5 or below is a vulnerability, 6 or above is a resistance. On the second D10 each number is a damage type other than piercing, slashing or bludgeoning.
Domain of Improvisation
Beginning at 18th level, as an action, you can spend 5 sorcery points to draw on this power and exude a domain of mutation or improvisation (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or turn into a random beast (if you chose mutation) or get disadvantage on all rolls (if you chose improvisation) until the domain ends. A creature that succeeds on this saving throw is immune to your domain for 24 hours.
True Magus
The ability to use types of magic not normally used by Sorcerers.
Previous Versions
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6/19/2021 8:00:18 PM
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3
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2
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1.2
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Coming Soon
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