Base Class: Sorcerer
A Paradox-Blooded Sorcerer is a living contradiction, an anomaly that fate cannot correct. They wield unstable magic, pulling energy from timelines that may or may not exist. Their spells flicker between possibilities, their existence bends probability, and their very presence creates ripples in the fabric of reality.
Some survived an erasure that should have removed them, others are the remnants of a rewritten timeline, and a rare few are born when two fates collide into one.
These sorcerers do not just cast spells—they warp causality itself.
A Paradox-Blooded Sorcerer is not just a magic user—they are a walking glitch in reality.
- NPCs may react strangely to them, sometimes remembering completely different interactions.
- Some may worship them as a "prophet of the rewritten" or "the unmade god."
- Archivus Supreme may consider them an "error" in time and send constructs to "correct" them.
- The gods of fate may fear them, for they alone wield the power to undo divine will.
Level 3: Paradox Spells
When you reach a Sorcerer level specified in the Paradox Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 |
Bless, Command, Detect Magic, Shield, Dissonant Whispers, Augury, Hold Person, Suggestion, Mirror Image |
| 5 | Counterspell, Haste, Clairvoyance, Sending |
| 7 | Divination, Banishment, Greater Invisibility |
| 9 | Legend Lore, Modify Memory, Hold Monster |
Level 3: Flickering Existence
(Always Active)
- When you are hit by an attack, you can roll a d6:
- 1-2: The attack happens normally.
- 3-4: The attack misses as if you were never there.
- 5-6: Time rejects the hit—you teleport 10 feet in any direction after taking half damage.
- You do not provoke opportunity attacks when moving.
"The first time, you struck me. The second time, I was never here."
Level 6: Quantum Spellcasting
Your spells exist in multiple states at once, causing reality to flicker with uncertainty.
- When you cast a spell of 1st level or higher, roll a d6:
- 1-4: The spell functions normally.
- 5-6: The spell lasts twice as long (if it has a duration) or The spell splits across timelines—choose an extra target within range who also gets affected.
- You can choose to reroll the result once per long rest.
"Magic is not cast—it is chosen from among the infinite possibilities that could have been."
Level 6: Rewritten Fate
As a Reaction, you can spend 1 Sorcery Point so you can undo a moment of failure, rewriting the outcome as if it never happened.
- When a creature within 30 feet fails a saving throw, attack roll, or ability check, you may declare: "That never happened."
- They reroll the check with advantage.
- However, after using this ability, the DM alters a minor event in the world, as fate attempts to "balance" your interference.
- Perhaps a guard remembers seeing you when they previously didn’t.
- Perhaps an ally forgets a piece of information.
- Or maybe… something impossible suddenly becomes real.
"Your death? No, no, you survived that. Or at least… now you did."
Level 14: Temporal Slip
You are never fully anchored to time. You may choose to exist in multiple realities at once.
- When rolling initiative, you can roll twice and pick either result.
- If you roll a natural 1 on an attack, saving throw, or ability check, you may declare: "That is not my fate."
- You reroll the check and must take the new result.
- If the second roll is a 1, you temporarily vanish from time for 1 round, unable to act but also untargetable.
"Somewhere, I succeeded. I will find that version of me."
Level 18: Directive Zero – The Last Rewrite
You may perform the ultimate rewrite of history, correcting one major event.
- You may undo an event from the last 24 hours.
- Everything adjusts to accommodate the change.
- You may choose who remembers the original event and who does not.
- If an enemy was affected, they must make a DC 20 Wisdom save or be permanently rewritten—they no longer remember their previous motivation, alliances, or purpose.
However, this power comes at a cost.
- Each time you use Directive Zero, the DM changes one minor event in the world without telling you.
- This may result in someone important never being born, a prophecy never coming true, or a location vanishing.
- The world itself corrects your interference in unpredictable ways.
"History is mine to shape. The future is yours to fear."
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Posted Jul 10, 2025A fantastic subclass!!! Matches the insane character I am running in my DMs campaign, and could only use some refinement for adding reactions of the abilities and if the spells have a way to be added to the character's spell list.
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Posted Apr 23, 2025Honestly one of the most amazing concepts for a subclass I’ve ever seen!