Base Class: Sorcerer
Your innate magic comes from the forces of fusion and division that dictate creation on an invisible scale. You might have endured exposure to a fission or fusion event, perhaps through a planar portal leading to Far Realm, or into the heart of a star. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet, reacting wherever it can.
Atomic Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. This increases by 1 for each time you do not roll a triggering number. This increases to a maximum of 19, resetting to 1 when forced to roll on the Atomic Magic table or on a long rest. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Atomic Magic
| d8 | Effect |
|---|---|
| 1 | Beams of blue and white light flash from you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
| 2 | You teleport up to 30 feet to an unoccupied space you can see. This effect lasts for 1 minute or until you are forced to roll on the Atomic Magic table again |
| 3 | An intangible spirit, which looks like a sphere or astrolabe (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. This effect lasts for 1 minute or until you are forced to roll on the Atomic Magic table again |
| 4 | Atomic energy flows into your spells, corrupting the arcane weave for the spell cast. For the next minute, any spell you cast that deals damage of a single type has that type changed. Roll 1d4 to determine the damage type for the spell; 1) Fire, 2) Acid, 3) Necrotic, 4) Lightning |
| 5 | Whenever a creature hits you with an attack roll during the next minute or until you roll on the Atomic Magic table again, that creature takes 1d6 fire damage, as radiation lashes out in retribution. |
| 6 | For the next minute you glow with bright light for 20 feet and dim light for an additional 30 feet. You are unable to gain benefits from being hidden, and ranged attacks made against you have advantage. Attacks made by any creature within 5 feet of you have disadvantage. |
| 7 | Small clouds of energy orbit your body in semi-predictable patterns. Attack rolls and saving throws made within 15 feet of you by any creature are adjusted. On the d20, a roll of 1-7 is treated as a 1, 8-14 is treated as a 10, and 15-20 is treated as a 20. This effect lasts for 1 minute or until you are forced to roll on the Atomic Magic table again |
| 8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. This effect lasts for 1 minute or until you are forced to roll on the Atomic Magic table again |
Observer Effect
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the Continual Flame spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot.
Fission
6th-level Atomic Soul feature
At 6th level, you gain resistance to lightning and necrotic damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or necrotic damage, atomic magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or necrotic damage (choose each time this ability activates) equal to half your sorcerer level.
Quantum Adjustment
14th-level Atomic Soul feature
You can unleash the multiverse possibilities hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover. Your eyes also turn black or become swirling light of a color of your choice.
- You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin cracks into blackened scales or shines with an otherworldly light.
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Although you know you are underwater, you do not feel any moisture, and anything you are wearing or carrying remains dry while under the effect of this ability
- Your body, along with any equipment you are wearing or carrying, becomes capable of quantum tunneling. 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.
Fusion
18th-level Atomic Soul feature
You summon spirits of fusion around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like your choice of astrolabes, solar systems, or swirling clouds of energy. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
- The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
- Any damaged objects entirely in the cube are repaired instantly.
- Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Previous Versions
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