Base Class: Sorcerer
Perhaps you were born the child of horrific crossbreeding, the result of an alchemists vile experiments, or as the victim of an aberrant curse; no matter how your powers manifested, you are know the child of rapid adaptation wielding both powerful magics and an inhuman biology that will stop at nothing to keep you alive.
As the transformations of your powers manifest it takes a toll on your body, perhaps the more powerful you become the more difficult it is to hide your powers, or maybe you start to permanently adopt traits from your violent mutations. While every sorcerer of this type is unique, they all develop and become more monstrous throughout their years.
Evolution Magic
1st-level Evolution Anomaly feature
You learn additional spells when you reach certain levels in this class, as shown on the Evolution Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Evolution Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | absorb elements, inflict wounds |
| 3rd | alter self, ray of enfeeblement |
| 5th | life transference, protection from energy |
| 7th | freedom of movement, polymorph |
| 9th | contagion, enervation |
Uncontrolled Evolution
1st-level Evolution Anomaly feature
As you unleash magical energy, you can unravel your biology to unleash new and terrifying transformations. On your turn, immediately before or after you cast a spell of 1st level or higher, you can choose to roll on Uncontrolled Evolution table to gain its benefits, which last for 1 minute, or until you dismiss it as a bonus action.
Uncontrolled Evolution Table
| d12 | Effect |
|---|---|
| 1 | Aberration, Otherworldly Insight. You have truesight and blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Any creature that starts its turn within this range must succeed on an Intelligence saving throw or take psychic damage equal to your Charisma modifier (minimum of 1). |
| 2 | Beast, Hunter's Scourge. You have resistance to bludgeoning. piercing, and slashing damage from nonmagical weapons and have advantage on Strength checks and saving throws. Additionally, as an action on your turn, you may make a melee spell attack against a creature within your reach. On a hit, the creature takes slashing damage equal to 1d8 + your sorcerer level. |
| 3 | Celestial, Cursed Blessing. When you cast a spell of 1st level or higher, one creature within 60 feet of you regains hit points equal to 1d4 + the spell's level. Additionally, you shed bright light in a 10-foot radius and dim light 20 feet beyond that. |
| 4 | Dragon, Grand Presence. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or be frightened until the end of your next turn. Additionally, you have advantage on Charisma (Intimidation and Persuasion) checks as Constitution saving throws made to maintain concentration. |
| 5 | Elemental, Tempestous Surge. At the start of each of your turns, each creature within 5 feet of you takes 1d6 force damage. A creature that hits you with a melee attack while within 5 feet of you takes 1d6 force damage. |
| 6 | Fey, Trickster's Guile. Immediately before or after you cast a spell of 1st level or higher, you can teleport to an unoccupied space within 10 feet of you. Attack rolls against you have disadvantage. |
| 7 | Fiend, Rampant Inferno. At the end of each of your turns, choose creatures within 60 feet of you which you can see, up to a number equal to your proficiency bonus. You and each chosen creature take fire damage equal to 1d4 + half your sorcerer level (rounded up). |
| 8 | Giant, Colossal Resilience. You have advantage on Constitution saving throws and saving throws made to avoid be moved or knocked prone, and gain temporary hit points equal to three times your sorcerer level. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. |
| 9 | Monstrosity, Gathering Shadows. At the end of each of your turns, you gain one shadow dice, represented by a d8. As an action on your turn, you can spend and roll all of your shadow dice and force each creature of your choice within 30 feet of you to make a Constitution saving throw. A creature takes necrotic damage equal to the total rolled on a failed save, or half as much on a successful one. You then gain temporary hit points equal to half the total rolled. |
| 10 | Ooze, Malleable Sludge. Any damage you take is reduced by an amount equal to half your sorcerer level (rounded up). Additionally, you can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. |
| 11 | Plant, Chaos Pheromones. The air within 10 feet of you becomes filled with pollen. When a creature enters the area for the first time or starts its turn there, you may choose to grant the creature temporary hit points equal to 1d6 + half your sorcerer level (rounded up). |
| 12 | Undead, Foul Hungering. Whenever you damage a creature with a spell, replace the damage type with necrotic damage. When you reduce a creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier. |
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Relentless Adaptation
6th-level Evolution Anomaly feature
You flood your monstrous biology with adrenaline to cause new mutations. At the beginning of your turn while your Uncontrolled Evolution feature is active, you can spend 1 sorcery point to roll on the Uncontrolled Evolution table and immediately produce the effect rolled. This effect replaces your current Uncontrolled Evolution effect.
If you use this feature again before you finish a long rest, you take 1d6 necrotic damage. This damage ignores resistance and immunity.
Genetic Override
14th-level Evolution Anomaly feature
You have adapted to the chaos of your physiology, allowing you to exert a small amount of control over it. When you roll on the Uncontrolled Evolution table, you may spend 2 sorcery points, to instead choose a number on the table one above or below the number rolled. For example, if you roll a 6 on the table, you could choose to take the effects of 5 or 7 instead.
Convergent Evolution
18th-level Evolution Anomaly feature
Your magic has little care for the laws of nature, fusing its creation together within you. Whenever you roll on the Uncontrolled Evolution table, you can roll the die twice and gain the effects of both rolls. If you roll the same number on both dice, you can ignore one number and choose any effect on the table.
Previous Versions
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4/18/2020 9:12:50 PM
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1A
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5/12/2020 10:51:34 AM
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8/9/2020 1:55:06 PM
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10/4/2020 2:32:35 PM
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9/20/2021 4:16:31 PM
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9/20/2021 4:22:13 PM
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