Base Class: Sorcerer
Your magic stems from the distinct and unpleasant experience of spending time in Limbo - that specific nowhere, where nothing ever is yet still insists on perhapsing. The circumstances leading up to your stay in Limbo may vary: some have been swept up by the Spellplague, vanishing from existence and collected into Limbo by chance. Others have experimented with magic beyond their grasp, fumbling themselves into Limbo while blowing their colleagues to smithereens. Regardless of the reason, one thing could be said with certainty about your time in Limbo - it was rather unpleasant. In fact, it nearly drove you crazy. It did take apart your consciousness, scrambled it up, mixed in the dust of all of your potential lives and then stretched it for a short infinity. It was all quite disconcerting. By the time Limbo spat you back out, you were somewhat changed by the ordeal. You might be a bit insane now, but you are also soaked in magic to your very core. Now if you could only remember where your core was… Ha!
Senseless Reasoning
Starting when you choose this origin at 1st level, you gain advantage on saving throws against being charmed and frightened. Moreover, your incoherent ramblings have the potential to inspire your allies. If you successfully save against being charmed or frightened, any ally within 10 feet of you also targeted by the same effect gets to add 1d8 to their roll. (The logic here being that if you were able to resist the effect, then surely they should be able to resist it too, right?).
Lost Marbles
Also starting at 1st level, the erratic nature of your magic and the toll it takes on your sanity manifest themselves. Whenever you cast a spell or are a target of a spell, you gain one point of Lost Marbles. These points are a unique resource of the Fruitcake Marbelous Sorcerer, and represent both your strength as well as your weakness. Before you cast a spell (or a cantrip), you may use a number of Lost Marble points equal to the spell’s level (with a minimum of 1) in order to add psychic damage equal to the spell damage you rolled. If the spell requires the target to roll a saving throw, you may use your Lost Marbles in order to add a layer of insanity to the spell, changing the original saving throw to a wisdom saving throw instead. (You do not gain any Lost Marbles points from casting spells enhanced by the Lost Marbles ability).
However, accumulating Lost Marbles also represents the risk of insanity. At the end of each of your turns you suffer 1d4 psychic damage per Marble point.
Disjointed Continuities
Starting at 6th level, your reactions to the world around you become a bit… jumpy. Whenever an ally you can see is targeted by an attack, you can use your reaction and spend a number of sorcery points to convince the universe that it would be a really good idea for you and the enemy to swap places. This creates a momentary crease in the fabric of space and time, leading you and the enemy to exchange places and rendering the attack of the enemy unsuccessful. In the case of enemies with multiple attack actions, this ability only renders the first attack unsuccessful. The number of sorcery points required to successfully complete this displacement depends on the size of the enemy. Starting with 1 sorcery point for a tiny creature, and adding additional points for each size bigger.
For all the Marbles
Also at level 6, you gain the ability to use Lost Marbles as a reaction. Whenever an ally is using a spell, you may strengthen it with your Lost Marbles ability by expending all of your Lost Marbles points. If the number of expended Marble points is lower than the level of the spell, all Marble points are expended but the ability has no effect.
Fruity Aftertaste
At level 14, your body and mind have reached an understanding regarding the inconsistent fabric of reality. Once per long rest, you may use a bonus action in order to tear a fragment of existence and call forth another version of yourself from a parallel dimension. The confused duplicate is identical to you except for one glaring difference. The duplicate shares your action economy and can act on your turn, however their movement speed and health points are equal and separate to yours. Damage taken by you does not affect your duplicate, and vice versa. In case the duplicate hits zero hit points, they return to their reality traumatized and any remaining damage is carried over to you. In case you hit zero hit points with an active duplicate, the duplicate remains forever in your reality, taking your place. You cannot have more than one duplicate at a time.
Crumbs of Unreality
At level 18 your tether to reality grows tenuous as your powers increase. Whenever you fail a saving throw, you may choose to succeed instead (and vice versa). You may use this ability a number of times equal to your proficiency modifier. You regain all expended uses once you complete a long rest. Whenever you use this ability, roll a d20. If you rolled a 20, you regain all expended spell slots. If you rolled a 1, you cease to exist.
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