Base Class: Sorcerer
In the far reaches of space, corporate negligence and cost-cutting measures can lead to unforeseen consequences. You are a survivor of such circumstances, having worked aboard a leaky space shuttle where constant exposure to radiation from a faulty engine has altered your very being. The corporation's disregard for safety has imbued you with unpredictable and volatile psionic powers, making you a walking testament to their negligence.
As a sorcerer of the Work-Related Injury subclass, you wield powers that are as hazardous as the environment that created you. Your abilities are a mixture of destructive force and chaotic influence, shaped by the chronic exposure that has become part of your life. Whether you seek retribution against those responsible or simply strive to control your unpredictable powers, your journey is marked by the struggle to harness the wild energy coursing through you.
Roleplaying Tips for the Work-Related Injury Subclass
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Portray the Effects of Exposure
- Your character has been altered by chronic exposure to radiation. Reflect this in your roleplaying by describing physical symptoms such as occasional nosebleeds, tremors, or glowing skin. Your character might also experience moments of dizziness or sudden bursts of energy.
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Embrace the Unpredictability
- Your powers are volatile and unpredictable. Embrace this by reacting dynamically to the effects of the Chronic Exposure table. Your character might be surprised or even frustrated by the randomness of their abilities, leading to moments of improvisation and adaptability.
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Highlight Corporate Negligence
- Use your backstory to criticize the corporation's negligence and cost-cutting measures. Your character might be vocal about the dangers of corporate greed and the lack of proper safety protocols. This can add a layer of depth to your interactions with NPCs and party members, especially if you encounter other corporate entities.
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Balance Power and Caution
- Your character wields great power, but it's a double-edged sword. Roleplay the internal conflict of using your abilities, knowing that they can be as dangerous to you as to your enemies. Show moments of hesitation or caution, especially when you need to roll on the Chronic Exposure table, highlighting the risk involved in wielding such volatile magic.
Chronic Exposure
1st-level Work-Related Injury feature
Your powers stem from chronic exposure to radiation from a leaky space shuttle engine, a result of your corporation's negligence. This exposure has granted you unpredictable and potent sorcerous abilities. Whenever you cast a sorcerer spell of 1st level or higher, roll a d20. On a roll of 1, you must roll on the Chronic Exposure table to create a random magical effect.
Chronic Exposure Table
d100 | Effect |
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01-02 | You emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. |
03-04 | You gain resistance to all damage for the next minute. |
05-06 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
07-08 | You cast fog cloud centered on yourself. |
09-10 | You cast fly on yourself for 1 minute. |
11-12 | Your hair falls out but grows back within 24 hours. |
13-14 | You cast mirror image. |
15-16 | You are surrounded by faint, ethereal music for the next minute. |
17-18 | You regain hit points equal to half your sorcerer level. |
19-20 | Your skin temporarily glows with a faint blue hue. |
21-22 | You cast blink. |
23-24 | Your voice echoes for the next minute. |
25-26 | You cast enlarge/reduce on yourself (no concentration required). |
27-28 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
29-30 | You cast confusion centered on yourself. |
31-32 | You cast telekinesis on yourself (no concentration required). |
33-34 | Your speed is doubled for 1 minute. |
35-36 | You cast gust of wind. |
37-38 | Your limbs grow excessively long for the next minute, giving you reach 5 feet longer than normal. |
39-40 | You cast greater invisibility on yourself. |
41-42 | You cast lightning bolt. |
43-44 | You cast slow centered on yourself. |
45-46 | You cast daylight. |
47-48 | Your size increases by one category for 1 minute. |
49-50 | You cast fear centered on yourself. |
51-52 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
53-54 | You cast fireball centered on yourself. |
55-56 | Your height decreases by 1d4 feet for the next minute. |
57-58 | You cast dispel magic on yourself. |
59-60 | You cast spider climb on yourself for 1 minute. |
61-62 | You cast grease centered on yourself. |
63-64 | You cast detect thoughts on yourself for 1 minute (no concentration required). |
65-66 | You cast magic missile. |
67-68 | You cast bestow curse on yourself. |
69-70 | You cast counterspell. |
71-72 | You cast shadow blade for 1 minute. |
73-74 | You cast water breathing on yourself for 1 hour. |
75-76 | You cast levitate on yourself. |
77-78 | You cast shatter. |
79-80 | You cast haste on yourself for 1 minute. |
81-82 | You cast stinking cloud. |
83-84 | You cast major image. |
85-86 | You cast invisibility on yourself. |
87-88 | You cast summon lesser demons. |
89-90 | You cast dimension door. |
91-92 | You cast time stop for 1 round. |
93-94 | You cast plane shift on yourself. |
95-96 | You cast reverse gravity centered on yourself. |
97-98 | You cast true polymorph on yourself. If you fail the saving throw, you turn into a random creature for the spell’s duration. |
99-100 | You regain all expended sorcery points. |
Rolling the Dice
Starting at 1st level, you can gamble with the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Chronic Exposure table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Corporate Resilience
6th-level Work-Related Injury feature
Your body has adapted to the constant exposure to radiation and hazardous conditions. You gain resistance to poison and radiation (acid) damage, and you have advantage on saving throws against being poisoned or diseased. Additionally, you can use your action to end one poison or disease affecting you or an ally within 5 feet of you. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Volatile Power
14th-level Work-Related Injury feature
Your magic has become more unstable but also more powerful. When you roll on the Chronic Exposure table, you can roll twice and choose which result to apply. Additionally, when you cast a spell that deals damage, you can add your Constitution modifier to one damage roll of that spell.
Apocalyptic Surge
18th-level Work-Related Injury feature
Your chronic exposure has reached a point where you can unleash a massive surge of power. As an action, you can release a wave of psionic energy in a 30-foot radius centered on you. Each creature of your choice in that area must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 10d10 force damage and is stunned until the end of your next turn. On a successful save, it takes half as much damage and is not stunned. Once you use this feature, you can’t use it again until you finish a long rest.

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