Base Class: Sorcerer
The charity of Chromathis shines down upon you, allowing you to cast magic with the power of the divine, even without a seed. You may have received this power through devout prayer, a unique birth, or random happenstance, but whatever the reason, this is a power you should not have. Those born without seeds are unable to use magic, and your newfound affinity breaks the laws of nature.
Maladaptive Mind Sorcerers are able to cast magic faster and at higher levels than most other practitioners of the arcane. This is because without a seed to regulate their magic, there is no limit to what they can cast. Though this unnatural means of spellcasting has a tendency to mutate, often having random effects or dangerous recourse for the caster. No mortal should be able to use the power of divinity, for its consequences are too vast.
Level 3: Maladaptive Mutation
Your spellcasting can mutate with unintended effects. Whenever you cast a sorcerer spell with a spell slot, roll a d20. If you roll a 20, roll on the Maladaptive Mutation table to create a magical effect.
If the magical effect is a spell, it cannot be affected by your metamagic.
| 1d100 | Effect |
|---|---|
| 01 | Ceaseless Discharge: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 02–05 | Gnawing Curse: Mouths with sharp fangs begin growing from your skin, feeding on your flesh. At the start of each of your turns, you take 1d6 piercing damage. This effect lasts until you roll a new result on this table, or until you take a total of 20 damage from this effect. |
| 06–10 | Scab Over: Thick scabs rapidly form over your wounds. You immediately regain 2d6 hit points. |
| 11–15 | Open your Third Eye: A third eye grows out of your forehead. You gain a +5 bonus to Constitution saving throws made to maintain concentration on a spell. This effect lasts until you roll a new result on this table. |
| 16–19 | Overexerted: You gain 1 level of exhaustion. |
| 20–24 | Malignant Magic: If the spell that caused this effect targets one or more creatures, for each of the spell's targets, a new target is chosen at random from any creature within 60 feet of you. Otherwise, your spell stiffles and does nothing. |
| 25–28 | Eldritch Evolution: Your arms become writhing tentacles. As a bonus action on each of your turns, you may make an unarmed strike using your tentacles with a range of 15 feet. You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. The attack deals 1d6+Charisma bludgeoning damage and an additional 1d6 necrotic damage on a hit. This effect lasts until you roll a new result on this table. |
| 29–32 | Apogee Mind: Your brain expands in size, pushing out of your orifices. You are able to maintain concentration on 3 spells at once, but each time you cast a spell that would require concentration, you take 3d6 psychic damage. This effect lasts until you roll a new result on this table. When this effect ends, you lose concentration on all spells you are currently maintaining concentration on. |
| 33–36 | Immovable Exoskeleton: You grow an extremely thick and heavy chitinous exoskeleton to replace your skin. You have Resistance to slashing, piercing, and bludgeoning damage, but your walking, flying, climbing, and swimming speeds all become 0. This effect lasts until you roll a new result on this table. |
| 37–40 | Chameleon Carrapice: You're skin's pigment cells expanded to an unnatural degree. As a magic action on each of your turns, you may cast the spell Invisibility without using a spell slot. This effect lasts until you roll a new result on this table. |
| 41–45 | Winged Endeavor: Spindly, fleshly wings tear their way out of your back. Your flying speed increases by 30 feet. This effect lasts until you roll a new result on this table. When this effect ends, if you are in the air, you begin falling to the ground at a speed of 60 feet per round. |
| 46–49 | Mana Leak: Oil seeps from all the pores on your body. You immediately cast the spell Grease centered on yourself without using a spell slot. |
| 50 | Perigee Mind: Your brain shrivels and tears at its seams. You lose concentration if you are maintaining concentration on a spell, and you cannot cast spells that require concentration. At the start of each of your turns, you take 3d6 psychic damage. This effect lasts until you roll a new result on this table or receive the unconscious condition. |
| 51–55 | Skinless: Your skin cracks and falls away. You are vulnerable to all damage. This effect lasts until you roll a new result on this table. |
| 56–60 | Temporal Extortion: If it is day, it becomes night. If it is night, it becomes day. |
| 61–64 | Thermal Extortion: You spontaneously combust. At the start of each of your turns, you take 2d6 fire damage. This effect lasts until you roll a new result on this table or until you receive the help action from another creature. |
| 65–68 | Beast Within: The lower half of your body mutates into that of a deer. Your walking speed increases by 30 feet. This effect lasts until you finish a long rest. |
| 69–72 | Grotesquity: Your face twists into a thing of nightmares. Each creature that starts its turn within 30 feet of you must make a Wisdom Saving Throw equal to your spell save DC or become frightened until the end of its next turn. This effect lasts until you roll a new result on this table. |
| 73–76 | Moon Blink: Chromathis smiles upon you, guiding you away from danger. You teleport up to 60 feet to an unoccupied space you can see. |
| 77–81 | Sickening Shoal: Toxins leak from your eyes. You have the poisoned condition. This effect lasts until you roll a new result on this table. |
| 82–85 | Bioluminescence: You radiate Bright Light in a 30-foot radius. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn. This feature lasts until you roll a new result on this table. |
| 86–90 | Eyes of the Occult: Eyes sprout all over your body. You gain 30 feet of truesight. This effect lasts until you roll a new result on this table. |
| 91–94 | Rapid Recongiguration: Gills sprout from your neck, and you can now breathe underwater. This effect lasts until you roll a new result on this table. |
| 95–99 | The Things Betwixt Creation: The next time you take a long rest, you will dream of a dark room, in which you will meet a dim light. When you finish your next long rest, you may choose an ability score to increase by 2. This effect lasts until you finish the subsequent long rest. |
| 100 | Dim-lighten Moon: You harness your magic, not through Chromathis, but through something else entirely. You regain a spell slot of the highest level you've currently expended, you regain 4d6 hit points, you regain all expended sorcery points, you lose all negative conditions, and for the next minute, whenever you roll on the Maladaptive Mutation table, you may, instead of rolling, choose a number other than 100 as your result. Afterwards, you receive 2 levels of exhaustion. |
Level 3: Stifle
You can use your willpower and metamagic to stifle your mutations. You may use your Action to spend 3 sorcery points and end the current effects of your Maladaptive Mutation.
Level 6: Exert Control
Using your reaction, you may add or subtract 1d6 from your Maladaptive Mutation Table roll. You must decide whether to add or subtract before rolling this way. The result of your Maladaptive Mutation Table roll cannot become more than 99 this way. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Level 14: Divine Synthesis
The body of a mortal is not suited for seedless casting, but your body is trying to adapt. Whenever you roll on the Maladaptive Mutation table, if your result is even, you regain 1 expended sorcery point; However, if your result is odd, you lose 1 sorcery point.
Level 18: Disaster Incarnate
Against all odds, you've mastered your magic. Whenever you cast a spell with a spell slot that makes an attack roll, you may choose for the attack to automatically hit and deal maximum damage. If you do, immediately roll on the Maladaptive Mutation Table. Once you use this feature, you can't use it again until you finish a short rest or long rest.
Comments