Base Class: Sorcerer
Entropy is the raw force used to create all magic. As all creatures were born from the magic of their creators, every drop of blood on Idrothas contains traces of Entropy. While sangromancers and those who practice hemocraft use this blood for their power, once in a very great while a child is born with a dangerously high concentration of Entropy in its blood. The majority of these children die young, either consumed by their power or driven mad by it. However, the strongest of these repress their Entropy, refusing to give in to its temptation and power. Those who repress their Entropy and survive are the only living members of this Entropic Bloodline. This is often so instinctual that it is involuntary and typically occurs at a young age. As a repressed sorcerer, you unconsciously (or in rare cases, consciously) you have built walls around your Entropy, building up a magical tension within yourself that bursts forth in destructive chaos. The power of those in the Entropic Bloodline is unmatched, but few survive these heights. Those that do rarely keep their sanity.
THIS IS ESSENTIALLY A COPY OF THE "REPRESSED" SORCERER SUBCLASS FROM THE DM'S GUILD STEAMPUNK EXPANSION. MILD CHANGES WERE MADE TO ADAPT IT TO MY CAMPAIGN WORLD AND FLESH OUT A FEW THINGS. I DO NOT TAKE FULL CREDIT FOR THIS.
Repressed Entropy
Beginning when you choose this origin at 1st level, your unconscious repression limits your ability to cast spells, whilst sometimes releasing random bursts of magical energy.
You suffer the following penalties:
- To cast a spell , you must succeed on a spellcasting ability check (DC = 10 + the spell's level). If you fail the check, the casting is wasted. If it is a damage dealing spell and you pass the check, roll 1d6. On a roll of 1 or 2, you must roll 1d10 and consult the "Damage Types" table in Basic Rules to determine damage type (roll corresponds to damage type besides Piercing, Slashing, or Bludgeoning). If you roll the same damage type as the original spell, you may add your Charisma modifier to the damage roll.
- Additionally, whenever you roll a 1 on any ability check, attack roll, or saving throw, roll a second d20 with the same DC as your first roll.
- If you roll a 1 or >15 under the DC on this roll, roll on the Wild Magic Surge table (PHBp.104) to produce a random magical effect.Your DM can give you disadvantage on this d20 roll if they consider you to be in a hyper-emotional state.
- You can forgo this ability check if you choose, but if you do so you take necrotic (or psychic, DM's choice) damage corresponding to spell's level on the Inner Strength Dice Per Spell Level and have disadvantage on your next Entropic Madness check (as detailed below).
- You can only choose half as many Metamagic options as other Sorcerers, and must pass a spellcasting ability check (DC = 8 + 1/2 the spell's level) each time you use a Metamagic option or the Metamagic fails and the spell is cast normally. If you fail this check, roll on the Wild Magic Surge table.
Entropic Madness
Tapping directly into the eldritch energy of Entropy is highly dangerous to both the body and mind. Because of this, sorcerers of the Entropic Bloodline must fight daily against the ever-encroaching madness.
- Night Terrors: Each time you take a long rest, you must roll a DC 10 Charisma saving throw upon going to sleep. If you fail, you must roll another DC 15 saving throw upon wakening. If you fail that one, you are affected by a Short Term Madness effect of the DM's choice for a number of hours equal to the difference between your roll and the DC. If you fail the second roll, you must pass a DC 10 Constitution saving throw or also suffer 1 level of exhaustion, but this exhaustion can be cured by a short rest. If you fail for 7 long rests in a row, you must roll a Charisma saving throw with a DC of 10 + the number of rests you have failed your roll on. If you fail this saving throw, you suffer from Long-Term Madness.
- Resist the Pull: Each time you cast a spell, you must roll a Charisma saving throw with a DC of 10 + the level of the spell. If you fail this saving throw, you are affected by a Short-Term Madness effect of the DM's choice for a number of hours equal to the DC. If you roll a 1 or >15 below the DC, this becomes Long-Term Madness and you must roll on the Wild Magic Surge table (PHBp.104) to produce a random magical effect.
- Lashing Out: Whenever you are suffering from a Short or Long-Term Madness effect as listed above, you are empowered by the Entropy within you. As an action, you can Lash Out at others with this madness. The target must pass a Wisdom or Charisma saving throw (whichever is better for the target) with a DC of 10 + your Charisma modifier. If they fail, they take (1d6 psychic + 1d6 force damage) x half of your sorcerer level and must pass a Constitution saving throw with a DC of 10 + your Charisma modifier or be knocked prone. If they pass, they take half damage and do not need to roll the Constitution saving throw. Using this feature adds an 1d20 minutes to the duration of your Short-Term Madness or an extra 1d20 hours to the duration of your Long-Term Madness. You can use this ability a number of times equal to your proficiency bonus per short rest.
Inner Strength
- Also at 1st level, the magical power burning within you strengthens your physical form. Your HP maximum increases by 1, and increases by 1 more for each level you gain in this class.
- In addition, you can expend spell slots to reach new heights of physical prowess. When you make an attack roll, damage roll, or an ability check using Strength, Dexterity, or Constitution, you can choose to expend a spell slot of 1st level or higher. Roll a die determined by the spell level of the expended slot according to the Inner Strength Dice Per Spell Level below and add the number to the attack roll, damage roll, or ability check. You can choose to use this feature after you have made your roll but must use it before you know the effects. You may use this feature a number of times equal to your Proficiency bonus per short rest.
- INNER STRENGTH DICE PER SPELL LEVEL: 1d4 for 1st level, 1d6 for second, 1d8 for 3rd, 1d10 for 4th, 1d12 for 5th, and 1d20 for 6th level and up.
Power Surge
- Starting at 6th level, you can draw upon the magical energy within you to increase your combat potential. When you take the Attack action, you can expend 1 sorcery point to attack twice instead of once. At 11th level, you can expend a level 1 or above spell slot to attack twice without using expending a sorcery point. At 16th level, you can expend 2 sorcery points to attack a third time.
- In addition, if you would be hit by an attack, you can use your reaction to expend 1 sorcery point and increase your AC by your Charisma modifier until the end of your next turn (a minimum of +1).
- Additionally, at the cost of 1 sorcery point, you may now expend a spell slot to add 1d6 damage per spell level to your next attack roll. To determine the type of damage, please roll for damage types as described in the "Repressed Entropy" section of this subclass. You can do this a number of times equal to your Proficiency bonus per short rest.
Reach Beyond
- Beginning at 14th level, you can press beyond your unconscious limitation to reach a deeper reserve of inner power. When you would cast a spell of 5th level or lower, you can cast that spell using one of your spell slots of 1 level lower than the level of the desired spell. Level 1 spells can be cast without a spell slot using this feature.
- If you do so, you immediately take necrotic (or psychic, DM's choice) damage equal to the die for the level of the spell cast according to the Inner Strength Dice Per Spell Level entry, and your maximum hit points is reduced by a number equal to the damage taken.
- This maximum hit point reduction last until you finish a long rest. If your maximum hit points become zero, you die and are not given any Death saving throws. Additionally, Entropy consumes your physical remains and you can only be resurrected via the True Resurrection or Wish spells.
- You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain expended uses when you finish a short or long rest.
Limit Break
At 18th level, you learn to fully embrace the Entropy within you, unleashing its incredible power. Once per long rest as a bonus action, you can release your mental limitations for 1 minute or until you are incapacitated. While in this heightened state, your eyes glow brightly with a polychromatic inner energy that whirls around the absolute darkness of Entropy itself, you cry tears of the same color, and lines of energy surge across your skin from your glowing veins. On activating this, you must roll a DC 15 Charisma saving throw or suffer from Short Term Madness upon the end of this feature's duration. If you fail that throw by more than 5, you must roll a subsequent DC 10 Charisma saving throw or suffer from Long Term Madness. However, you also gain the following benefits:
- You automatically succeed on your spellcasting ability check to cast spells.
- You gain a bonus to AC equal to your Charisma modifier (minimum of +1)
- Once per turn, you can cast a spell of 5th level or lower without expending a spell slot. If you do, you immediately gain 1 level of exhaustion, which cannot be recovered until you finish a long rest.
- Each time you cast a spell, you can take the Attack action as a bonus action. This cannot benefit from extra attacks granted by other class features but if you have the Two-Weapon Fighting style, you may attack with both of them. If you have the War Caster or similar feat, you may take one extra attack as well.
- For each spell cast, you must roll on the Wild Magic table.
- All hostile creatures within a 30' radius must pass a Charisma saving throw with a DC of 10 + your charisma modifier or suffer from the frightened condition. They may re-roll the same saving throw each round to end the effect.
Previous Versions
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9/29/2023 10:37:40 PM
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