Base Class: Sorcerer
You are somehow connected to the chaos of Limbo, be it from being transported there, or you were somehow created out of the chaos that has churned there. Work with your DM for as to how you came across this power. Since your magic comes from the Ever-changing Plane of Limbo, your spells are not always reliable and you can tap into the chaotic wellspring of chance to help yourself or your allies as your connection grows more powerful.
Chaotic Spells
Your spells have been affected by the chaotic nature of Limbo. At 1st level, whenever you cast a spell (including cantrips), make an Intelligence saving throw. The DC is equal to 1 + the spell's level + the total amount of sorcery points spent on Meta magic. On a failed save, roll 1d10, the spell's damage changes accordingly:
1d10
|
1 2 3 4 5 6 7 8 9 10 |
Acid Cold Fire Force Lightning Necrotic Poison Psychic Radiant Thunder |
Chaotic Measures
Starting at 6th level, you have found a way to tap into the chaotic aspect of Limbo and bring it to the plane of existence that you are currently on.
If a creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to spend 3 sorcery points to give that creature advantage or disadvantage on that roll.
You can use a bonus action on each of your turns to spend any number of sorcery points up to no more than half your sorcerer level (rounded down). Based on the number of sorcery points you've spent, x, you can take xd10 necrotic damage and heal a creature within 30 feet of you for half of that. Alternatively, you can make a creature make a Constitution saving throw. They take xd10 necrotic damage on a failed save, and half as much on a successful save. You then regain a number of hit points equal to half of the damage that the targets has taken.
Limbo's Avatar
As you have adventured and gotten stronger, so to has your connection to Limbo.
At 14th level, you can spend a number of sorcery points (depending on the object's size) to alter it or move it as described in "Optional Rule: Power of the Mind" in the Dungeon Master's Guide. The sorcery point costs are as follows"
|
Size Tiny Small Medium Large Huge Gargantuan |
Sorcery Point Cost 2 4 6 8 10 12 |
You can also cast levitate on yourself at will, for you have adopted the floating effect in Limbo.
Limbo's Gatekeeper
Your chaotic nature can now bring Limbo to you.
At 18th level, you can spend 18 sorcery points to create a portal to and from Limbo. The time it takes to make this portal is 2 hours of unbroken concentration. The portal lasts for 1d10 minutes. Any creatures in Limbo may leave through this portal as well. Once you use this feature, you can't use it again until 1d12 + 3 days have passed.
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