Sorcerer
Base Class: Sorcerer

The Condors are an ancient race that were born for extinction despite their overwhelming forbidden dark and toxic magic. A race of what looked to be pyramid heads with eye holes wondered about within the mountains. They were said to be the strongest about, however their lifespan and slow reproduction speed set them up for extinction. When there was only one Condor left in which the one left fell madly in love with an elf. Both seeing as the Condor's life would come to an end soon, they decided to have a baby. A sad ending- both the Elf and Condor would die after birthing the child. The child was known as the Magnus Condor. Through lineage, it now leads down to you. You live up to around 90 years despite having been birthed from an elf sometime down in your lineage. Some other heirs may not be as lucky, as they can die from old age much earlier due to the chaotic magic rampaging within them.

Upon taking this subclass, you gain a small amount of physical traits representative of the Magnus Condor. Additionally during your sleep, you might have nightmares or even enter what is a dreamworld of an ash barn land with red storm clouds plaguing the sky. All dead Condors or heirs of the Magnus Condors will appear in this barren ash land, and you are able to talk to them. The DM are able to make them describe important details to the lore, though for context the pure Condors and the Magnus Condor are chaotic evil. You carry on the souls of the dead within you, as the alive heir of the Magnus Condor.

Roll a 3d8 (all different numbers), or choose three of which you want:
1: Your hands and arms are coated in a black rubbery substance you can't take off.
2: Your eyes have no pupils in them.
3: Your lips and nails are naturally black.
4: Your blood is a pitch black ooze
5: The air you breathe out is a dark mist that slowly dissipates.
6: Your body has scars along it, healed to be a purely black line.
7: Your hair turns snow white and your eyes glow white or red when entering combat.
8: Cosmetic black flames linger from your body after casting a spell. 

Forbidden Anti-Ether Summoning

Once per turn, the DM can have you roll a d12 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Condor Jolt table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

  • Hidden Jolt. At anytime, a DM may activate Condor Jolt when you are casting a spell without having to roll. This can only be done once per long rest. If this feature is regained any other way than a long rest, you regain a number of HP equal to double your character level.

A Condor draws their massive surplus of chaotic and rampant magic energy from the Anti-Ether, a plane of pure chaotic energy contradictory to of course the normal Ether. A special connection is made for one who is apart of the bloodline, them gaining what is known as an 'Anti-Ether Shadow-kin Wolf' as essentially a body guard and a minion to the heir of the Magnus Condor. These wolves may possess the souls of a heir of the Magnus Condor that have died, as the alive heir bares the souls of the dead heirs. 

  • At all times, you have one Anti-Ether Shadow-kin Wolf that hides within your shadow before emerging when you are either in danger or call for it. It will naturally attempt to protect you by killing a creature who is attacking you. As a bonus action, you can give it a command to follow. If there is no creature attacking you, it will move the closest it can to you and take the dodge action. At any time, this creature may use its bonus action to disappear into your shadow or come out of it. While this creature is inside your shadow, it is intangible and invincible. If the Wolf is to reach 0 HP, it will be transported back to the Anti-Ether and begin healing. It will return after a short or long rest is done.
  • Chaos Cloning. You are able to summon an additional 'Anti-Ether Shadow-kin Wolf' for one minute within your shadow that doesn't have the 'Three Pronged Connection' trait. You may choose how much HP the wolf has, with the max it can be is (Current HP - 1.) You lose HP to the amount of HP the wolf summoned has. You may use this feature once per short rest. You may also choose to regain use to this feature while also regaining the use of Hidden Jolt if it has been used already.

    Medium Undead, Unaligned
    Armor Class 13 (natural armor)
    Hit Points 8 (2d6 + 2)
    Speed 30 ft.
    STR
    17 (+3)
    DEX
    15 (+2)
    CON
    10 (+0)
    INT
    12 (+1)
    WIS
    12 (+1)
    CHA
    7 (-2)
    Saving Throws DEX +4
    Skills Perception +3, Stealth +3
    Damage Vulnerabilities Radiant
    Damage Resistances Necrotic, Poison
    Senses Passive Perception 13
    Languages --
    Challenge 1/4 (50 XP)
     
    Proficiency Bonus+2

    Anti-Ether Tracking. The wolf has to make a skill check (involving smelling or hearing), it gains Advantage 

    Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

    Three Pronged Connection. When this creature is summoned by a Heir of the Magnus Condor, they gain (3 * (Heir Character Level)) max and current HP. Additionally if the summoner is above level 9, this creature gains 'Extra Attack', identical to the fighter feature.

    Actions

    Ravage Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage. If the creature is poisoned, blinded, or deafened, the creature must succeed on a CON saving throw with a 13 save DC. On fail, target creature is inflicted with one of the status conditions listed that they don't have for one turn. Deal an additional 1d10 piercing damage if they are inflicted with all three status conditions listed above.

    Nox Bolt. Ranged Weapon Attack: +5 to hit, reach 60 ft., one target. Hit: (1d4 + 3) poison damage. If summoned by a heir of Magnus Condor and Nox Bolt hit the target of this attack last turn, Nox Bolt deals an additional amount of poison damage equal to the summoner's proficiency modifier.

    Reactions

    Commune with Anti-Ether. When this creature is affected by some effect within the Condor Jolt table that involves it making a saving throw, it may use it's reaction to gain a burst of information on what is to happen from the effect, granting it advantage. 

Condor Spells

You gain extra spells due to being the heir of Magnus Condor. All True Condors had these spells ingrained into their magical energy so it would make sense you do too.

1st Level - Inflict Wounds, Cross Poison (Homebrew Spell)
2nd Level - Sludge Bomb (Homebrew Spell), Darkness
3rd Level - Animate Dead, Fear
4th Level - Blight, Black Tentacles
5th Level - Raise Dead, Contagion

Nox Magnus Form

Your aura begins to burst out around you, your aura killing any plant life near you and scaring off any critters or weak creatures (challenge rating 0) as chaotic energy begins to stem through you. The Magnus Condor along with the help of two other dead heirs/pure condors grant you a surplus of even more magical power than you can already hold. Combined with your already brimming power, your body enters a 'rage' in granting those around you incredible powers along with you while letting out large amounts of your chaotic energy before it destroys your body. While within this form, your veins become visible along your skin with a dark red energy pumping through them as you are imbued with a large amount of pain and another emotion based on your character. Your eyes become pure red letting out large amounts of light. The pain comes from the feeling of your body barely being able to contain the energy. The other emotion felt can either be 'Joy - You are embracing the chaos. Your aura lets is blasting about around you making popping noises.', 'Fear - You are scared of what may happen. Your aura is smooth while becoming spiked when a creature comes near you.', or 'Anger - You are furious of something that made you use this. Your aura takes the form of a fire engulfing your body.)

Starting at level 6, you may enter your 'Nox Magnus Form.' While in this form, you gain several different features that makes you a force to be reckoned with against all around you. You stay in this form for 1 minute or until you are dead. This may be used once per long rest. The following effects occur:

  • The surplus of energy layers around your already present energy, overlapping allowing for it to resist some of the effects to you. You gain resistance to any damage done to you through Condor Jolt aside for Radiant Damage.
  • Your burst of energy evokes fear into those around you. You gain advantage on any Intimidation rolls you make.
  • Chaotic dark energy leaks out of you constantly while in this form. Hidden Jolt dice becomes a 1d6. When activating this form and every odd numbered turn, activate Condor Jolt. Additionally when ending your turn, do 1d12 damage to everything within a 5 foot radius to you aside for you and anything you are holding or wearing. The damage type depends on the emotion (poison is Joy, necrotic if Fear, and fire if Anger.)
  • Your aura flares, granting a powerful boost to those who aid you. When a creature being affected by this leaves your aura and doesn't return to it before the end of their turn, they lose the effects of the aura at the end of their turn. Any creatures within a 30 foot radius sphere of you that you choose including yourself gets the following effects:
    • +2 to AC 
    • All forms of Movement Speed is Doubled.
    • May use their bonus action to use a melee or ranged weapon attack.
  • When this transformation ends and you are not dead, roll for Condor Jolt four times and take the favorable outcome.

Forbidden Rebound

At 14th level, you are starting to feel the chaos within you deepen while also grasping it. The pure Condors and the Magnus Condors have been whispering to you in your head telling you some key components to making the power present within you your own. You are able to counter your Condor Jolt not by changing a bad result into a good result, but rather gaining a burst of positive chaotic energy when a bad result is given to you. You still don't quite know if positive chaotic energy is good but you can only hope so.

When you receive a directly negative effect from Condor Jolt (ask DM if unclear if something is DIRECTLY negative),`you may choose to roll a d4. Gain the effect that matches the number you rolled. You may use this feature a number of times equal to your proficiency bonus. Regain all uses after a long rest. Active effects do not stack and instead you preroll until not getting an active effect.

1 - Recover your lowest level spell slot.
2 - Gain 4d4+4 HP. Gain 2d4+1 HP Temporary Hitpoints.
3 - Your AC is increased by 2 for 1 hour.
4 - Two skeletons raise from the ground and abide by your command for 1 minute. You can give them commands with your bonus action. When referring to these creatures, their stats are identical to 'Skeleton.' If no command given, they will automatically take the dodge action.

Nox Opus Form

Beginning at 18th level, your Nox Magnus form becomes stronger, peaking to what is now known as the Nox Opus Form. All the Condors now distribute bits of their power, heirs, pure, and the Magnus. This grants even stronger powers while also making a full on fail safe just in case you are to be hurt by Condor Jolt greatly. With all of this combined, your transformation now becomes your strongest tool. Gain the following benefits when transforming:

  • When you roll a directly negative effect, you may reroll and take the new effect rolled for. This has a cool down of activating once per turn.
  • Your aura provides a +2 to all damage rolls made by creatures affected by it.
  • You may use your bonus action to activate Condor Jolt.
  • When transforming, make all creatures who can see you that opposes you make a WIS saving throw against your spell save DC. On a failed save, they become frightened of you.
  • If you are to be brought to zero HP directly from Condor Jolt, heal back to half of your max health. This effect only activates once during the transformation. 
  • Gain one of the below benefits depending on your emotion that brought you into the transformation:
    • Anger - Your anger blasts around around you upon transforming, crushing the minds and poisoning those who oppose you. Upon transforming, you cast 'Psychic Scream' without expending a spell slot. It only does half damage and instead of stunning, it inflicts poisoned.
    • Fear - You're skeptical and scared of Condor Jolt and it's potential effects even with all the fail safes. Gain 2d12 temporary hit points before taking damage from an effect within Condor Jolt.
    • Joy - The newly granted power sits very well with you. In fact, you are overjoyed to see what happens when the randomness of Condor bolt occurs. You ask for more energy from your ancestors. Condor Jolt now activates every turn instead of on certain turns. 

Condor Jolt Table

Refer to here if you are to trigger 'Condor Jolt.' Roll a d100 or roll both a percent and a d10 (percent dice is first digit, d10 is second digit- two 0s mean 100) to determine what effect occurs. The DM may make this interesting and roll the result themselves. You can use a bonus action to command any summons you control to order commands. 

1-2: All creatures within 120 feet of you drops whatever they are holding, including you. it becomes coated in a layer of poison and upon picking up, victim takes 2d6 poison damage and the poison disappears.

3-4: Choose a damage type. A veil of darkness surrounds you, granting resistance and 3 temporary hit points when damaged by said damage type for 10 minutes.

5-6: Skeleton party! Two skeletons rise up from the ground in an unoccupied space around you. They are exactly the same as 'Skeleton' from basic rules. They remain for 1 hour under your control or until they reach zero HP in which they collapse into a pile of bones.

7-8: You turn into a mouse for one minute.

9-10: All creatures within 120 feet of you cast the spell 'Detect Thoughts' without expending a spell slot. The duration is 10 minutes.
 
11-12: Everyone's name becomes your own within a range of 150 feet. All creatures forget their name and will believe their name is your own. Effect lasts for 10 minutes before all goes back to normal.

13-14: The ground within a 120 foot radius sphere of you becomes slippery, being coated with bubbly soap. When a creature moves on it and ends their turn, they must make a 14 DEX saving throw. Failed save will make the creature fall prone and become cleaned.

15-16: Choose a creature. Whatever they are holding turns into a block of cheese for 1 minute. 

17-18: You burst into flames. Take 3d6 fire damage and make anyone you touch within this turn take half of that damage.

19-20: Cast 'Charm Person' on three random creatures within sight. 

21-22: The next time you are to reach 0 HP within the next 10 minutes, heal yourself back to half HP and end this effect.

23-24: All plants within 120 feet of you wither away. If it is a plant creature, they take 6d10 necrotic damage.

25-26: Eyes-more! Two Gazers are summoned to fight for you for an hour. They disappear in a puff of smoke once an hour is up or they die. These Gazers are identical to the stats within the monster manual. 

27-28: Take 4d12 psychic damage and fall to the ground prone.

29-30: Choose one. Become blinded or deafened for 10 minutes.

31-32: Cast the spell 'Time Stop' without expending a spell slot. You only take 2 turns instead of 1d4+1.

33-34: Cast 2nd Level 'Fireball' without expending a spell slot exactly 60 feet in front of the direction you are facing. 

35-36: Eighteen fireworks go off from random points within 30 feet of you, each having an area of effect of a 10 foot radius sphere. They will fly up 150-300 feet and create a large blast with colorful effects in the sky of your choice. You may choose the pattern and color they all will yield. Any creature caught in the explosion must make a DEX save against your spell save DC. Failed saved, they take 1d12 thunder damage and 1d12 fire damage and become blinded, successful save only does half damage.
 
37-38: Take an equal amount of necrotic damage to half of your max HP.

39-40: Four black roses grow from the ground at random points within 120 feet of you. Any creature to touch them even by clothing must make a CON save. On a failed CON save they take 4d12 necrotic damage, successful they take half as much. The black roses lose this effect after 1 minute, becoming regular black roses.

41-42: After one minute passes, 3 large rocks will fall from the sky within 30 feet in random points of where you were when the timer started. Each rock is about a 20 foot diameter. Upon collision, anything hit by these rocks take 5d10 bludgeoning damage and 3d10 fire damage.

43-44: Choose one skill. Your modifier in that skill is now +10 for 3 turns preceding the current one.

45-46: Blasphemy! Three ash zombies rise up from the ground and follow your orders for 1 hour. They will burst into a pile of ash after 
 
47-48: All creatures including you within a 150 foot range of you polymorph into a house cat. All of these house cats have 16 HP, 12 AC, movement speed of 40 feet, immune to fall damage, and have ’Scratch - +4 to hit, reach 5 ft., one target. On hit, deal 1d4 slashing damage.' All items they were carrying are absorbed into them. These effect lasts for 3 turns. Once time is up or a cat is defeated, they will turn back into their original form. If turned back into original form from reaching 0 HP, that creature loses half of your current HP.

49-50: Choose a spell slot you have open. Three random spells are casted that you are able to cast identical in spell level to the slot level. Use that spell slot afterwards. If a spell is unable to cast no matter what, disregard the spell. 

51-52: Choose one creature within a 120 foot range. They are under the effects of the ‘Catapult’ spell casted at 2nd level. You may choose the direction they are to be shot at.

53-54: Regain a number of sorcery points equal to each creature within 30 feet of you.

55-56: Enchant a non-magical item that is not a weapon in any way within your inventory with a +5 to hit, and a +5 to the damage roll. Just heals 1d4+5 HP if you already have an item that has this exact enchantment.

57-58: All other creatures aside from you within a 60 foot range of you must make a CON save. On a failed save they take 2d10 necrotic, half as much on a success. You regain HP equal to the total amount of damage done halved.

59-60: Enchant a random non-magical item within your inventory. This item gains one charge and has the ability ‘Use a charge. If this is touching a creature, deal 3d12 poison damage to all creatures touching it as toxic gas engulfs them. This must be used as a bonus action while holding. Disenchant this after us.
 
61-62: All of your items in your inventory are teleported on the ground in random unoccupied spots within 60 feet of you.
 
63-64: Triple the weight of the target creature’s armor within sight. 
 
65-66: Oopsie. The next spell you cast creates a blast of confetti instead of doing it's intended purposes.
 
67-68: You gain a dark vision of 120 feet for 1 hour.
 
69-70: A bolt of lightning strikes of you, dealing 3d8 lightning damage. Any creature within 5 feet of you and any other creature hit by this also is damage by this effect.

71-72: All creatures within 120 of you including you become invisible for 1 minute.
 
73-74: The next time you take damage within a minute, you instead teleport to an unoccupied space within 15 feet of you.
 
75-76: All creatures except you within a 60 foot range are frightened of the closest creature to them, chosen randomly if a tie. This lasts for 1 minute.
 
77-78: A random creature is chosen within sight of you. The DM chooses to where the creature is teleported. The DM may also just simply choose a random location for the creature to be teleported.
 
79-80: A random fruit is conjured into your hand. It is a magical item. If this fruit is to be used to attack, it has a +2 to hit (whoever wields it has proficiency in fruit weapons) and on hit, it blows up and pushes the hit creature back 45 feet.
81-82: An adult black dragon appears within the closest unoccupied space near you. It has an INT score of 1. It is able to use its reaction to make a breath weapon attack, only being able to use its reaction. It will only attack a creature who has attacked it. This creature will poof into a cloud after the next 3 turns.
83-84: All creatures within a 60 foot range of you excluding you are affected by the catapult spell despite the weight limit. The direction they are to be flung is random.
85-86: All creatures within 120 feet of you that you choose aside from you gain the effects of the spell ‘Haste’ for two turns.
87-88: Destroy target non-magical object in sight. It just breaks apart.
89-90: A blast of dark energy circles around you. You and all creatures within a 60 foot radius sphere must make a CON save. Failed save they take 9d4 necrotic damage, half as much on a success.
91-92: Make a random egg near you. The DM decides what it is.
93-94: Your movement drops to 5 feet per turn for 1 minute.
95-96: Choose up to three creatures/objects within sight. Cast ‘Blight’ on each creature you choose despite range on the spell.
97-98: You attract holy energy for some odd reason and then it purges your body. You take enough Radiant damage to bring you down to 1 HP. This ignores resistances and immunities.
99-100: Summon a ‘Purple Worm’ to fight for you. It will disappear after 3 turns. It has half HP, size, and Damage as stated in the book. It leaves behind a black flaming trail as cosmetics and is a dark shade of purple.
Fragment Of Magnus Condor Image

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