Sorcerer
Base Class: Sorcerer

‘In the transition from hot to cold, we can only exist in the lukewarm.’ Be it through the interference of a god of fate, or some ancient curse placed on your family, you’re cursed, or perhaps blessed, to make everything into that chaotic lukewarm we exist in, around you oil and water mixes only to separate once more when you leave, lose papers scatter across the ground, and people lose themselves in crowds.

Entropic Soul does the chaos magic with sorcerer.

State of Chaos

 You learn additional spells when you reach certain levels in this class, as shown on the Entropic 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.

Hot: 1st, Faerie Fire. 3rd, Moon beam. 5th, Haste. 7th, Death ward. 9th, Greater restore

Warm: 1st, Inflict Chaos. 3rd, Remove Chaos. 5th, Chaos binding. 7th, Chaos Sink. 9th, Chaotic Hex.

Cold: 1st, Armor of Agathys. 3rd, Silence. 5th, Slow. 7th, Blight. 9th, Negative Energy Flood

Whenever you finish a long rest, you can choose what stage of entropy manifests its power through your magic: Hot, Warm, Cold. While in the chosen stage, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. Flavor wise your appearance changes based on the stage, or the effects following you change.

 

Cold

Whenever you finish a long rest, you can choose what stage of entropy manifests its power through your magic: Hot, Warm, Cold. While in the chosen stage, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. Flavor wise your appearance changes based on the stage, or the effects following you change.

Hot

Whenever you finish a long rest, you can choose what stage of entropy manifests its power through your magic: Hot, Warm, Cold. While in the chosen stage, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. Flavor wise your appearance changes based on the stage, or the effects following you change.

 

Warm

Whenever you finish a long rest, you can choose what stage of entropy manifests its power through your magic: Hot, Warm, Cold. While in the chosen stage, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. Flavor wise your appearance changes based on the stage, or the effects following you change.

Entropic Vying

You can extend the Entropic force of your powers outside of yourself on command. You learn the Vying wills spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target two creatures instead of one, and the three of you make the contest instead of two.

State change

Level 6, State change:

You gain greater control over the stage of your entropy. As a bonus action, you can spend 1 sorcery point to change your current entropic state to a different one by 1 step. (Eg Hot -> Warm, Cold -> Warm, Warm -> Hot, Warm -> Cold.)

You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can’t do so again until you finish a long rest.

Entropic Presence

The power of Entropy emanates from your being. Depending on what entropic state you are in, you also gain the following benefit associated with that phase:


Hot. Your state is that of the beginning, everything is ready to be set into motion, but hasn't yet. You are immune to effects that age or shapeshift you as your magic keeps you in your original state. 
Warm. Your state is that in between the beginning and the end, a chaotic existence. As a bonus action you can emanate a Entropic aura in a 20ft radius around yourself, while up, you and creatures in this radius have a 1d4 negative to attack rolls and saving throws as the chaotic energy interferes with your abilities.
Cool. Your state is that of the end, there is no chaos as everything has found it's resting place. While in this state you are immune to necrotic damage and your creature type is considered undead.

Entropic Domain

Entropic domain: as a bonus action, you expand your Entropic energy out of yourself for a moment to cause a world altering effect. Alternatively, as part of the bonus action you take to change your entropic state using the state change feature, you can immediately use the power of the entropic state you are entering:

Hot: The flow of entropy around you is reversed for a brief as everything seems to return to it's rightful place. You and a number of creatures of your choice equal to your proficiency modifier within 30 feet of you can either regain 3d8 hit points, end a condition on itself, or regain a use of 1 ability that returns on a short rest.

Warm: The flow of entropy around you is increased for a brief moment as everything seems to enter a chaotic lukewarm state. You and each creature of your choosing within 30 feet of you must make a charisma saving throw against your spell save dc. On a failed save a creature gains 4d10 stacks of chaos and their Chaos doubles. On a successful save the creature gains half as many stacks with no additional effects.

Cool: The flow of entropy around you stops for a brief moment as everything reaches a stable cool state. You and every creature within 60ft of you must make a charisma saving throw equal to your spell save DC or suffer the effect of the Remove Chaos spell as they forcefully enter an unchaotic state. In addition you can chose a number of creatures within range equal to half your proficiency mod (excluding yourself) to give resistance to the necrotic damage suffered by this instance of the effect.

Once you use one of these bonus action benefits, you can’t use that benefit again until you finish a long rest, however you can spent 5 sorcery points to regain a use of one of these bonus actions.

 

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