Base Class: Sorcerer
Beneath the veil of reality lies a swirling maelstrom of pure chaos—an untamed force older than time itself. As a Scion of Primordial Chaos, you are born from this wild current, your magic ebbing and flowing with the erratic tides of creation and destruction. Your spells crackle with unpredictability, bending the laws of nature as easily as one twists a thread. Where others see disorder, you see endless potential—a fractal dance of fate, forever shifting in your grasp. Chaos is your bloodline, and the world trembles at your touch.
Fundemental Force
When you use the innate sorcerery feature, roll a d4 and consult the below table to see what effect takes place:
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1: Time |
Temporal Alacrity: Once while your innate sorcery is still active, you make an additional action. |
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2: Space |
Violent Gateway: When you kill a creature using a spell or cantrip, you can teleport up to 30ft (Once per spell or cantrip) |
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3: Gravity |
Orbital Decay: An emanation of 15ft forms around you where gravity is doubled. The area in a 15ft radius of you becomes difficult terrain |
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4: Potential |
Potential Energy: Per turn, pick a creature within 30ft to gain 1d4 to add to any d20 roll until your next turn. |
Chaos Burst
When you hit with an attack roll or spell attack roll, you can add 2d4 to the damage. The damage that this deals is random and must be rolled on the table below. You may do this equal to your proficiency bonus times every long rest.
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1: |
Acid |
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2: |
Cold |
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3: |
Lightning |
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4: |
Fire |
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5: |
Poison |
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6: |
Thunder |
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7: |
Radiant |
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8: |
Psychic |
This damage increases at level 10 (2d6) and at level 16 (2d8)
Upgraded Force
When you use your Fundamental Force feature, consult the table below for an additional effect.
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1: Time |
Hyper Sorcery: Your speed is doubled and doesn’t provoke opportunity attacks. All hostile creatures that start their turn within 15 ft of you must make a Con save or have their movement halved. |
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2: Space |
Wormhole Strike: Create a tear in reality as you make two connected portals up to 60ft away. You can attack and cast through these portals as if they were right next to each other, however you cannot walk through them. |
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3: Gravity |
Gravity Well: Choose a point within 60ft of yourself, within a 10ft radius around that point, all movement is halved and Creatures that start their turn within the radius make a Strength save or are pushed or pulled 10ft, your choice. |
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4: Potential |
Kinetic Accumulation: The target of Potential Energy can also deal an additional 2d10 force damage on a damage roll of its choosing. |
Improved Force
your Fundamental Force to take on an additional benefit from the table below.
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1: Time |
Chronal Anchor: Tether a creature to a point in time, until your innate sorcery feature runs out, one willing creature of your choosing within 60ft becomes tethered meaning that if it drops to 0hp or fails a saving throw, they can return to the state they were in when you used this ability. |
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2: Space |
Spatial Fold: Once per innate sorcerery, teleport yourself and willing creatures within 30ft of yourself up to a visible spot 500ft away. |
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3: Gravity |
Gravity Sinkhole: the range of Gravity Well is increased to 20ft radius and all enemies that fail the saving throw are restrained and take 3d10 force damage, half as much damage and reduced speed on a successful save. |
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4: Potential |
Stored Momentum: The target of Potential Energy and Kinetic Accumulation gains an additional action on their turn. |
Infinite Potential
You gain the following benefits when rolling on the fundamental force table
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1: Time |
Temporal Shift: As a reaction when hit with an attack, move your next turn to immediately after. However, doing this forcibly skips your next turn. |
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2: Space |
Void Collapse: Choose to make space collapse in on itself within 150ft of yourself. At a 20ft radius around the point, all enemies are forced to make Dexterity saves on each of their turns or be pulled 10ft toward the rift and take 5d10 force damage, taking half as much damage on a failed save and not being moved. |
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3: Gravity |
Orbital Deterioration: The emanation of Orbital Decay increases to 30ft radius, and all hostile creatures are under effect of the slow spell. |
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4: Potential |
Quantum Overload: Choose 3 creatures within 60ft, while Innate Sorcery is up, each creature gains advantage on all attacks, saving throws, and ability checks, and they can add an extra die of the same type to one damage roll per turn. |
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