Sorcerer
Base Class: Sorcerer

The great void has touched the soul of this individual giving them attunement to the great nothingness that is said to lie at the center of the universe. These entropomancers, as they are referred to, use this connection to develop strange powers.

Entropomancers can summon and control a small shard of absolute nothingness similar to a sphere of annihilation, harnessing its power for a variety of magical effects. Most revel in destruction for its own sake, but some take a more nuanced approach to their terrifying discoveries, trying to understand the power of entropy that it might someday be controlled or even reversed.

Entropy Magic

You learn additional spells when you reach certain levels in this class, as shown on the Entropy 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 an evocation or a necromancy spell from the sorcerer, warlock, or wizard spell list.

 

Sorcerer Level

Spells

1st

Arms of Hadar, Inflict Wounds

3rd

Darkness, Vortex Warp

5th

Hunger of Hadar, Pulse Wave

7th

Gravity Sinkhole, Sickening Radiance

9th

Enervation, Negative Energy Flood

Shard of Entropy

Starting at 1st level, you can use your action to magically summon a tiny shard of absolute blackness. The shard appears in a space within 30 feet of you and lasts for 1 minute or until you create another shard. The shard can share its space with another creature.

On each of your turns, you can take a bonus action to move the shard up to 30 feet. If the shard ends its movement in the same space as a creature, the creature must succeed a Constitution saving throw. The creature takes 2d6 force damage on a failed save, or half as much damage on a successful one. Any unworn object in the space also takes 2d6 force damage.

The shard of entropy lurches, jumps, and bounces around the square it’s in. A creature takes the 2d6 force damage when it enters the same space as the shard for the first time on a turn or ends its turn there.

You can use this feature twice. You regain expended uses when you finish a long rest.

As you become more familiar with entropy, they can use the shard to create a deeper connection to absolute nothingness. This shard's damage increases by 2d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Saving Throws. Some of your abilities with the shard require your target to make a saving throw to resist the shard’s effects. The saving throw DC is calculated as follows:
Shard save DC = 8 + your proficiency bonus + your Charisma modifier

Entropic Field

Starting at level 6th, an entropomancer can surround themselves with a field of invisible, entropic energy as an action that lasts for 1 minute. The field extends in a 30-foot radius, centered on you. When you use this feature, you can designate any number of creatures you can see to be unaffected by it. You may use a bonus action to dismiss the entropic field early.

The field creates the follow effects:

  • Once per activation, as a reaction, you can force a character within the field to reroll an attack roll, an ability check, or a saving throw. You must activate the ability before the outcome is determined. The result of the reroll takes precedence, even if it’s worse than the original roll.
  • The entropic field causes wounds created within it to continue bleeding. At the start of each of the wounded creature's turns, it takes necrotic damage equal to your proficiency bonus {{proficiency}} for each time it's taken damage while in the entropic field, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Once you create the entropic field, you can’t create it again until you finish a long rest.

 

Devouring Void

At 14 level, the shard of entropy exerts an inexorable tug on creatures nearby, pulling them toward the shard. As an action, you expand the influence of the shard. Each creature within 15 feet of the shard must make a Strength saving throw against your spell DC. On a failed save, the creature takes the shards' damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.

You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Control Sphere

At level 18, you have the ability to control a sphere of annihilation. When you use the Shard of Entropy ability, it can instead create a sphere of annihilation. This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere counts as your shard of entropy in terms of control and the use of your abilities.

Anything that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

A creature whose space the sphere enters must succeed on a Dexterity saving throw or be touched by it, taking 4d10 force damage. A creature or object can take this damage only once during a turn.

You are personally unaffected by a sphere of annihilation, which passes through you as if your square is completely empty.

Once you use this feature, you can’t use it again until you finish a long rest.

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