Base Class: Sorcerer
For whatever reason, you possess an innate connection to the Weave and thus, to magic itself. In this, you are not alone. But unlike other individuals, your connection is volatile and unpredictable; flowing through your veins like a torrential flood, your magic is nearly as dangerous to yourself as it may be to others.
Perhaps an unstable rift between the planes caused this gift, or curse, to manifest; or perhaps a life-threatening incident lit this ferocious spark within you? Whatever the case may be, you are now one amongst a select few who wield an immensely destructive, at times overwhelming, power.
Wielding such volatile powers has taken its toll, leading you to developing odd quirks and traits as a result. Roll on the Unstable Spirit Quirks table below, or come up with some of your own!
Unstable Spirit Quirks
| D6 | Quirk |
|---|---|
| 1 | You do not feel pain. |
| 2 | Whenever you cast a spell, you become fatigued, sore or dizzy. |
| 3 | All of your clothing and equipment has been marked by your magic; becoming burned, tattered or scarred. |
| 4 | Your eyes crackle with bolts of arcane lightning when you are angry. |
| 5 | When you cast spells, you shout their verbal components and make violent, exaggerated gestures for their somatic components. |
| 6 | Your blood flows thick, and sizzles when spilled. |
Vital Expenditure
At 1st level, you can drain your own lifeforce to empower or weaken others. As a reaction to yourself or a creature within 30 feet of you making an ability check, attack roll or saving throw, you can choose to expend a sorcerer Hit Die, roll it and either add or subtract the result from the roll.
Volatile Magic
Also at 1st level, the overwhelming arcana flowing through you has granted you the ability to innately cast certain magical spells. You learn additional spells when you reach certain levels in this class, as shown on the Unstable Spirit Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Unstable Spirit Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | fire bolt, hellish rebuke |
| 3rd | shatter |
| 5th | fear |
| 7th | wall of fire |
| 9th | immolation |
| 11th | disintegrate |
Volatile Conversion
At 6th level, you can cause the raw arcana within you to dangerously surge. As a bonus action, you can choose to take force damage to regain sorcery points. For each sorcery point you wish to regain, you take 1d6 force damage, which cannot be reduced in any way. The maximum number of sorcery points you can regain in this way before needing a long rest to recover equals your sorcerer level.
Sorcerous Metabolism
Also at 6th level, you can mend your wounds by magically manipulating your lifeforce. As an action, you can spend a sorcery point to roll one of your sorcerer Hit Die, regaining a number of hit points equal to the result of the roll plus both your Constitution modifier and your Charisma modifier.
Arcane Eruption
At 14th level, you can release the full might of the magic coursing through your veins in a blast of arcana. As an action, you can choose to spend sorcery points to unleash a powerful eruption of volatile arcane energy, forcing all creatures within 30 feet of you to make a Constitution saving throw. On a failed save, a creature takes 1d6 force damage per sorcery point you spend. Moreover, a creature suffers a number of special effects depending on the amount of sorcery points you spend; if you spend 5 or more sorcery points, a creature is pushed 15 feet away from you; if you spend 10 or more sorcery points, a creature is also knocked prone; if you spend 15 or more sorcery points, a creature is also stunned until the end of your next turn. On a successful save, a creature takes half damage and suffers no other effects.
You can use this feature once per long rest, or until you’ve expended at least one Hit Die to regain hit points.
Power Overwhelming
At 18th level, the overwhelming magic flowing through you allows you to bypass your mortal limits in times of need. As a reaction when suffering damage that would reduce you to 0 hit points, you can choose to remain conscious and immediately take a turn in combat. During this extra turn, you take no damage from using your Volatile Conversion feature and using your Metamagic options does not cost sorcery points. Moreover, you can apply two Metamagic options to any spell you cast during this turn.
At the end of the turn, your hit points are immediately reduced to 0 and you gain 1 failed death saving throw. The turns then proceed and you continue rolling death saving throws as normal.
If you survive after using this feature, you cannot use it again until you finish another long rest.
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