Sorcerer
Base Class: Sorcerer

Havoc Soul sorcerers embrace the randomness of the world around them to shape arcane magic to their will. They gamble and take risky chances to increase the power of their spellcasting in various different ways. Each Havoc Soul sorcerer has a calling card, some sort of small item they use to funnel their magic through. This is usually something like a coin, a die, or a deck of cards - anything that can be used for gambling. Rather than carefully planning out the spell in their mind, as a wizard might, Havoc sorcerers channel raw arcane energy into their calling card, and then let fate decide the outcome. These sorcerers are widely regarded as dangerous, chaotic, unpredictable, and untrustworthy. Though usually unwise, the unique nature of their spellcasting allows them to get out of tight situations in interesting ways.

Called Gamble

At 1st level, you gain the ability to funnel magic through your calling card. Whenever you cast a spell, you may throw your calling card forward and imbue it with energy. Call odds or evens, then roll your Havoc Die (1d12). If your guess was correct, the spell is positively affected. If you were incorrect, the spell is negatively affected.

Success - If you correctly guessed the result of the Havoc Die, you may choose one of the following benefits:

  • The spell gains damage die equal to your spellcasting ability modifier
  • The spell's duration is doubled
  • The spell's range is doubled
  • Your spell save DC gets a bonus equal to your proficiency bonus for one round
  • The spell's attack roll is at advantage

Failure - If you incorrectly guessed the result of the Havoc die, roll 1d4. This roll determines the effect of the calling card. You may expend up to 1 metamagic point to reroll the 1d4.

  1. The spell backfires, and it's effects are placed on you instead of the target destination
  2. The spell is sent in a random direction determined by the DM (this includes the possibility of the spell being reflected back towards you)
  3. The spell is unaffected, however you loose 5 HP
  4. The spell is unaffected, however you are knocked prone

Forced Fate

At 1st level, you learn to focus your chaos magic into the soul of another creature. Once per day, as a reaction when you take any amount of damage, you may force one of the following effects on your attacker (given that you can see them, and they are within 60ft of you):

  • The creature must roll on the  wild-magic table
  • The creature must suffer necrotic damage equal to the amount it inflicted on you
  • The creature must be teleported to a location of your choice that you can see
  • The creature must become stunned until the end of their next turn
  • The creature must succeed on an Intelligence saving throw, or suffer an effect on the short-term madness table until the end of their next turn

Chaos Arcanum

At 6th level, you strengthen your Metamagic with the power of randomness. At the end of a long rest, you can choose to gamble, then roll your Havoc Die. On a failure, you loose one sorcery point. On a success, you gain three temporary additional ones until your next long rest, or until you expend them. You also gain one more Metamagic ability of your choice until your next long rest, when you can no longer use it.

Empowered Spell

At 14th level, you learn to combine all your arcane powers into a single, focused spell. When you cast a spell, once per day, you may choose to empower it. When a spell is empowered, it gains all of the following benefits:

  • Any number of Metamagic abilities may be applied to it at once
  • The Twinned Spell effect may be applied to it, no matter what type of spell it is
  • The spell does not cost a spell slot
  • Any allies within 30ft of you, the spell, or the spell's A.O.E., gain 10 temporary HP
  • Any enemies within 30ft of you, the spell, or the spell's A.O.E., loose 20 HP

Reality Fragmentation

At 18th level, as an action, you may channel all your arcane energy into your calling card, and then magically fire it at a creature of your choice within 120ft of you. Gamble, then roll your Havoc Die. On a failure, the card misses the creature and falls to their feet. The magic is still within the calling card, however you must be holding it to fire it again. On a success, the calling card strikes the creature and thrusts the magic into the creature's chest. Choose one of the following effects, or roll 1d6 to determine the outcome.

  1. The creature suffers 7d8+30 of your choice of damage
  2. The creature falls unconscious, it it is under 100 hitpoints
  3. The creature must make a DC 12 Constitution saving throw or be teleported to a specific location of your choosing on this planet
  4. The creature becomes frozen, suspended in time, for 1d4 rounds.
  5. The creature suffers the effects of the spell Feeblemind for 1d4 rounds.
  6. The creature is treated as though they have just pulled a card from the Deck of Many Things. If the card they pulled positively effects them, you may choose to force them to reroll it until they get a negative effect. Once this Reality Fragmentation effect has been used, gamble and roll your Havoc Die. On a success, you may choose to use this effect again. On a failure, you may never use this effect again.

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