Base Class: Sorcerer
Your innate magic comes from a chaotic source that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with an elemental or god; or might even have such a being as a parent. These bloodlines are most obscure in origin. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Elemental Ancestor
You have an unspecified elemental as your ancestor. You can speak, read, and write primordial and you double your proficiency bonus for CHA checks involving elementals.
Elemental Form
As magic flows through your body, it causes physical traits of your elemental ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, your form is more fluid and flexible. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Curse of Chaos
Your magic is cursed. Unless you spend a higher spell slot than needed any damage is converted to healing. Spells cast at higher levels still have any effect listed by the spell in question.
Spells that have randomly determined damage types are unaffected and work as normal. Spells that conjure, move, or interact with objects to produce damage of a physical type may be determined by the DM to still deal damage rather than healing(for example: lifting a rock to crush someone would not heal them). Spells you cast from other class sources are not affected. Spells sourced from your race or feats may or may not be affected determined by the DM.
Healing from this source is calculated as damage until it is applied to the HP of the recipient. Damage Immunities, resistances, saving throws, and rolls to hit AC all must be calculated if necessitated by the spell. The DM may decide that some saving throws can be bypassed if the target is willing.
When you cast a spell affected by this curse a creature may make a DC 16 arcana check and on a successful roll can identify the nature of the magic, on a fail above 10 they know what spell you are casting.
Elemental Flight
At 6th level, you gain the ability to gain a flying speed equal to your current speed. You can do this as a bonus action on your turn.
You can’t do this while wearing armor.
Chaos Affinity
Starting at 14th level, when you cast a spell that deals damage of a random type, you can add {{modifier:cha}} to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to the damage chosen by that spell for 1 hour.
Elemental Presence
Beginning at 18th level, you can channel the presence of your elemental ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Previous Versions
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10/5/2022 12:57:11 PM
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Coming Soon
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