Sorcerer
Base Class: Sorcerer

Weirdlings come from The Forest of The Mynd... or do they? They come from beyond this plane, and they never knew magic before they came here. Some may not even remember their existence prior to their arrival in the Forest, and the bizarre journey through the mists that they have traversed has made them all inevitably feeling very lost at some point. This prolific sense of being lost in the universe has a rare chance of incurring the Lostmists. These are an extraplanar phenomenon which are not entirely understood. The Lostmists affect conscious minds only when they are very lost, and the mists appear and envelop that being. If the being has the will to still move and find some way forth, the Lostmists will draw the creature into the Forest of the Mynd. Eventually, that creature emerges in Avalestra, on the Isle of Mynd. Rarely, this bizarre magical phenomena, which is the only way to attain extraplanar connection to the realm of Avalestra, can even magically alter the beings who emerge, granting them incredible magical powers where previously they possessed none at all.

Your origin is so unique, so weird, so oddball, that you simply must come from somewhere else. You obviously don't belong in the environs you travel through, and even if you look similar to your local native population, like a human walking among humans, your speech or behavior makes you seem very peculiar or very odd almost immediately to anyone who meets you. You are an alien, even among others of your kind, and you really can't help but show it, usually. Maybe your eyes flicker magically, maybe your skin or hair is an unusual color, maybe you're more of an antropomorphized animal being than other people of your race might be. There's weirdness to you that is inevitable to behold. Weirdlings actually utilize the emotional or energetic feedback created by their sheer oddity in reality to utilize unusual magic effects to their advantage.

Weird Magic

1st-level Weirdling Origin feature

At 1st level, when you choose this origin, you are a being in constant state of oddity with the world around you. This is reflected in your growth in magic that defies all norms of the sorcerer, where you may know spells that no other sorcerer might. When you choose this class and whenever you gain a level in it, roll a 1d8 and compare the value to the corresponding class on the Weird Magic Table. When you learn spells or cantrips as part of your level advancement, you may choose to learn spells or cantrips from the sorcerer spell list or the spell list of the class rolled on the Weird Magic Table. If the Class you roll has no option to learn a spell at your highest possible spell level (i.e. Paladin spells do not offer 6th level spells), you may select a lower level spell from that list or you may roll again. If you are entitled to replace or relearn any spells or cantrips known from any of your features as you advance in level, you may relearn from spells or cantrips from this new list, also.

Weird Magic Table
Roll
     Class
1          Cleric
2          Druid
3          Warlock
4          Wizard
5          Paladin
6          Ranger
7          Bard
8          Roll Again

Additionally, you gain a Weirdness Score which restores to a value equal to your Proficiency Bonus whenever you finish a short or long rest. Whenever you cast a spell or cantrip, you may expend Weirdness Points to achieve the following new effects:
Substantial Strangeness. Whenever you cast any enchantment or illusion spell that has a duration of 1 minute or longer, you can spend 1 Weirdness Point to double its duration, to a maximum duration of 24 hours. If you cast a spell this way with the Extended Spell Metamagic, you double the duration, then double it again to determine total duration, as long as such duration does not exceed 24 hours.
Weird Harm. The spell deals 1d6 additional damage of your choice of one of its types for each Weirdness Point you spend this way.
Weird Warping. After you cast the spell, you can choose to use a bonus action to teleport to a space of your choice within a range of 10 feet for each Weirdness Point you spend this way, for the next 1 minute after cast this spell.

Weirdling Spells

1st-level Weirdling Origin feature

You learn additional spells when you reach certain levels in this class, as shown on the Weirdling Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list. The spell lists you roll to access with your Weird Magic feature cannot affect this choice.

Weirdling Spells
Sorcerer Level Spells
1st charm person, silent image
3rd blur, crown of madness
5th hypnotic pattern, tongues
7th charm monster, hallucinatory terrain
9th creation, seeming

Stranger Than Fiction

6th-level Weirdling Origin feature

At 6th level, you gain an ability to harness weirdness in a way which makes your magical changes to reality around you more arresting in their effect. Whenever you cast a spell or cantrip, you can spend a Weirdness Point once to increase the spell save DC of that spell by 1.

Additionally, you can cause weirdness in your localized area, which may baffle your enemies. You learn the Major Image spell, and if you are within the 20 foot square (or smaller) of the effect of the spell, enemies have disadvantage on the first attack roll against you in any turn.

Zone of Weirdness

14th-level Weirdling Origin feature

Starting at 14th level, you are able to create an entire Zone of Weirdness where reality behaves unpredictably for a short time. As an action, you choose a 20 foot square within 30 feet of you and one of the following effects of your choice occurs:
Shadow Matter: you can cast the Creation spell without expending a spell slot if you are within the Zone of Weirdness, and you may cast it producing up to 20 foot square of matter (as if it were cast with an 8th-level spell slot but limited to the confines of the 20 foot square). This can cause the ground to become difficult terrain in those spaces, and the matter and other effects you create have a duration of concentration, as if concentrating on a spell.
Weirder Harm: choose acid, cold, fire, lightning, poison, or thunder damage, and creatures within the square must make a successful Dexterity saving throw at your spell save DC or take 6d6 damage of the chosen type, or half as much damage on a successful save.
Weirder Warping: creatures within the square must make a Charisma saving throw at your spell save DC (which they may choose to fail), or that creature is teleported up to 30 feet in a direction of your choice, and all such creatures teleported this way must be moved the same direction.
You may use this feature once before you must finish a long rest or spend 3 Sorcery Points to use it again. If you are maintaining concentration on an Illusion spell with an area of at least 20 feet square and the Zone of Weirdness is fully overlapping or enclosed totally within that illusion spell's area when you use this action, creatures of your choice suffer disadvantage on any saving throw the Zone of Weirdness forces.

Highest Strangeness

18th-level Weirdling Origin feature

At 18th level, you have reached a penultimate state of oddity, randomly brimming with magical power to enable you to cast your magic more frequently and with astonishing new effects. When you finish a long rest, roll 1d8 and you gain a spell slot of that spell level until you finish a long rest. You may use this spell slot to cast any enchantment or illusion spell you know up to that spell level.

Additionally, whenever you cast a spell or cantrip, you may expend Weirdness Points in the following new ways:
Odd Luck. A target of this spell has your choice of advantage or disadvantage on the next attack roll, ability check, or saving throw they make for the next 1 minute, and for each Weirdness Point spent this way, you may affect an additional creature targeted by the spell or within its area with the previous choice of advantage or disadvantage on their next roll, save or check.
Weird Healing. A target of this spell regains 1d10 hit points per Weirdness Point spent. The target is also your choice of wet, very warm, or very cold all over their body.
Weird Warding. You emanate an unusual reinforcing aura within 10 feet, and you and creatures of your choice in that aura gain 1d10 temporary hit points for each Weirdness Point spent. These temporary hit points last for a number of rounds equal to your Charisma modifier.

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