Sorcerer
Base Class: Sorcerer

 The cosmic force of chaos has suffused you with magic. That power arises from Limbo or a realm like it- a plane of existence shaped entirely by entropy. You, or someone from your lineage, might have become entangled in the enigmatic goals of a chaotic being such as an abyssal entity, a god of chaos, or other beings who wreak discord within the multiverse. Whatever its origins within you, the power of chaos can be perceived terrifyingly by others, or be a great source of interest to beings and groups who seek it out.

Anarchy Arcanum

You learn additional spells when you reach certain levels in this class, as shown on the Anarchy Arcanum table. Each of these spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one of the Anarchy Arcanum spells you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level

Spells

1st

Eldritch Blast, Magnify Gravity, Tasha's Hideous Laughter

3rd

Nystul's Magic Aura, Vortex Warp

5th

Hunger of Hadar, Pulse Wave

7th

Hallucinatory Terrain, Summon Aberration

9th

Conjure Elemental, Dispel Evil and Good

Invoke Entropy

Starting at 1st level, you can attempt to alter the probability of events against a creature with your chaos magic. As a reaction, when a creature that you can see makes an attack roll, saving throw, or ability check, roll a d6. Subtract the amount rolled from the target's total, potentially causing it to fail. You can use this ability after seeing the total number rolled but you must use it before the effects of the roll occur. You can use this ability a number of times equal to your proficiency bonus. You can only use one of these rolls at a time. You regain all expended uses when you finish a long rest.
 This die changes as you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, a d12 at 15th level, and a 2d8 at 20th level.

Chaos Surge

Starting at 6th level, you can store chaotic energy within yourself to later alter your sorcerer spells. In its stored form, this energy is called a chaos surge.
 You can store a maximum number of chaos surges equal to your Charisma modifier(minimum of one). Whenever you finish a long rest, your number of chaos surges resets to one. Whenever you use your reaction to successfully cause a creature to fail an attack roll, saving throw, or ability check with your Invoke Entropy feature, or with a sorcerer spell such as Silvery Barbs, you gain one chaos surge, as your innate link to entropic forces becomes strengthened. If you end a short rest with no chaos surges, you gain one chaos surge.
 Once per turn, when you cast a sorcerer spell, you can spend one chaos surge to alter the spell in one of the following ways:

Choatic Casting. Your sorcerer spell requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Choatic Force. When you deal damage to a creature or object with your sorcerer spell, you deal extra force damage to the target. The extra damage equals half of your sorcerer level.

Discordant Will

Starting at 14th level, your innate chaotic magic has unnaturally altered your presence in the universe. When you are subject to an effect that forces you to make a saving throw to take only half damage, as a reaction, you can spend one chaos surge and instead take no damage if you succeed on the saving throw, and take only half damage if you fail.
 In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Nexus of Chaos

Starting at 14th level, you align your consciousness to the forces of chaos in the multiverse and become an unrelenting conduit of entropy. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, you have advantage on saving throws against spells and other magical effects, and you can replace any saving throw you're forced to make with a Charisma saving throw instead.
 Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

No More

Starting at 18th level, you unleash devastating chaos magic all around you. As an action, you erupt with an explosion of chaotic energy. The explosion has a 20 foot sphere radius and any creature caught within it must make a Charisma saving throw against your spell save DC. The target takes force damage equal to 10d12 + your sorcerer level on a failed save, or half as much damage on a successful one. If a target is reduced to 0 hit points as a result of this ability, it is disintegrated. The area within the explosion becomes difficult terrain as it has become warped by chaos magic.
 You, and your choice of any number of creatures that you can see, are unaffected by this ability. Once you use this action, you gain 1 level of exhaustion and cannot use it again until you finish 1d6 long rests.

Comments

Posts Quoted:
Reply
Clear All Quotes