Sorcerer
Base Class: Sorcerer

Natural Powerhouse – Level 3 Feature

Primordial Cantrips

Your connection to this chaotic power allows you to instinctively channel magic through your body.

  • You learn 4 additional cantrips of your choice from the sorcerer spell list. These cantrips do not count against the number of sorcerer spells you know.

  • Empowered Spells: When you deal damage with a spell that deals damage, you can add +1 to the damage roll.

Arcane Strike

You can channel your magical power through your body, turning every strike into a conduit of raw, primordial energy.

  • Magical Melee: Your unarmed strikes and attacks with simple weapons count as both melee and magical for the purposes of overcoming resistance and immunity to damage.

  • Charisma as Strength: You can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls of these attacks.

  • Base Damage: Your melee attacks deal 1d6 + Charisma modifier damage.

  • Enhanced Mobility: Your base walking speed increases by 10 feet.

  • Primordial Armor: While you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Wrathful Might - Level 6 Feature

You unleash the primordial chaos coursing through your body, turning raw energy into violent momentum. Your movements become fluid, explosive, and unstoppable.

Leap or Dash

When you take the Attack action, you can choose to either:

  • Leap — You jump in a straight line up to 15 feet toward a creature you can see.

    • At the end of the leap, make one melee attack against that creature.

    • On a hit, the attack deals normal melee damage + 2d10 of your chosen elemental type (fire, lightning, force, etc.).

    • The target must succeed on a Strength saving throw (DC = 8 + proficiency + Charisma modifier) or be knocked prone and pushed 5 feet away.

  • Dash — You move up to your movement speed + 10 feet, ignoring difficult terrain.

    • You can break through weak obstacles (fragile walls, wooden doors, debris) with a Strength check (DC determined by the DM).

    • If you end adjacent to a creature after this dash, you can make one melee attack dealing normal melee damage + 1d6.

    • The target must succeed on a Strength saving throw (same DC) or be knocked prone and incapacitated until the start of its next turn.

You can use Dash a number of times equal to your Charisma modifier (minimum of 1), and Leap a number of times equal to five fewer than that (minimum of 1).
You regain all expended uses when you finish a long rest.

Primordial Combat Flow

Your martial instincts and chaotic essence flow together, enhancing your melee prowess.

  • You gain advantage on Strength or Dexterity checks made as part of a melee attack, including shove, grapple, trip, and disarm attempts.

  • Once per turn, when you hit a creature with a melee attack, you can either push it 5 feet or force it to make a Strength saving throw (same DC) or be knocked prone.

  • Your walking speed increases by 5 feet.

  • Creatures of your size or smaller cannot make opportunity attacks against you when you leave their reach.

Fighting Lust Awakening - Level 14 Feature

Chaotic Resilience (Passive)

Your body adapts to the raw elements that once threatened to destroy it.

  • You gain resistance to Fire and Lightning damage.

  • As a bonus action, you can spend 1 Sorcery Point to intensify this resilience, gaining resistance to Thunder and Psychic damage as well for 1 minute.

Chaotic Awakening (Stages 1–4)

Your connection to chaos manifests in stages, each one fueled by your emotions, will, and the intensity of combat.

You can enter higher stages as your body reacts to increasing stress, damage, or rage.
Each stage’s effects stack with the previous ones unless stated otherwise.

Stage 1 – Base State

 

  • No additional effects beyond your passive resistances.

  • You begin each combat in Stage 1.

Stage 2 – Controlled Surge

 

  • Your movement speed increases by 5 feet.

  • You gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.

  • When you make a melee weapon attack or melee spell attack, you can add your Charisma modifier to the damage once per turn.

 

You automatically enter Stage 2 when you first take damage equal to or greater than your Charisma score in a single instance.

Stage 3 – Berserk Flow

  • You gain temporary hit points equal to your Charisma modifier + your Sorcerer level.

  • You have advantage on all saving throws against being charmed, frightened, or paralyzed.

  • Whenever you take damage, you may use your reaction to immediately move up to half your movement speed toward the nearest hostile creature or cover.

You automatically enter Stage 3 when your hit points fall below 50% of your maximum.

Stage 4 – Chaotic Apex

Trigger:
You can reach Stage 4 only if you start your turn at Stage 3 and are below 25% of your maximum HP.
You may choose to embrace the chaos fully, entering Stage 4 as a bonus action.

Stage 4 lasts until you use Banshee’s Cry, or for a maximum of 2 minutes.
If you reach the 2-minute limit without releasing the scream, you immediately fall unconscious for 1d4 rounds as your body collapses from the strain.

When Stage 4 ends, you revert to Stage 1 and gain one level of exhaustion.

Aura of Terror (30 ft radius)

Creatures of your choice within 30 feet must succeed on a Wisdom saving throw (DC = 8 + proficiency + Charisma modifier) or be frightened for 1 minute.
Frightened creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Banshee’s Cry (once per Stage 4)

As an action, you unleash a devastating magical scream that shakes the air itself.

  • All creatures within 20 feet must make a Constitution saving throw.

  • On a failure, they take 6d10 thunder damage and are stunned until the start of your next turn.

  • On a success, they take half damage and are not stunned.

  • Any active spells of 4th level or lower within the area are automatically dispelled.
    After using this ability, Stage 4 immediately ends.

Visual Manifestations of Chaos

As you advance through each stage of your chaotic awakening, your body reflects the strain of the unleashed energy within you.
These effects can be subtle at first — almost human — but grow increasingly wild and unstable as you push toward your apex.

Stage 1 – Latent Pressure

A faint hum surrounds your presence. Your veins pulse slightly brighter, your eyes shimmer with residual energy, and the air near you feels heavy — as if something beneath your skin wants to move.

Stage 2 – Rising Instincts

Your breathing quickens. Sweat beads across your skin, your hair and body hairs rise, and faint static or heat waves dance around your silhouette. Those close to you feel the pressure building — the sense that you’re barely holding something in.

Stage 3 – Overload

Your skin flushes red or pale from surging energy. Muscles twitch involuntarily, small sparks of lightning or bursts of heat ripple off your body.
Your eyes widen or glow faintly, your posture lowers — instinct overtakes poise. You move like a predator who’s stopped thinking.

Stage 4 – Chaotic Apex

When you reach your limit, your body begins to break and remake itself in real time. Your mouth foams slightly, your veins bulge like molten cracks, and your expression contorts into one of raw, terrifying power — something between agony and ecstasy.
Your aura thrashes violently with light and shadow, and your voice distorts when you speak. You look less like a sorcerer and more like a god unraveling.

Banshee’s Cry Transformation (Player/DM Choice)

When you unleash Banshee’s Cry, your body and essence momentarily distort into a form of pure chaos — the shape is determined by you or your DM.

Once the scream fades, so does the illusion — leaving behind only silence, smoke, and the echo of what you’ve become.

Chaotic Passion - Level 18 Feature

Empathic Fury

 

  • Trigger: When an ally dies within range.

  • Effect: You gain a temporary universal bonus for 1 minute per ally who has died.

    • All your rolls (attack rolls, saving throws, skill checks) and AC are increased by +1 per fallen ally.

    • Movement speed increases by 10 ft per fallen ally.

  • Stacks: Each fallen ally adds to the bonus.

  • Modifier based on death severity:

    • Heroic/significant death → +1 (or adjustable by choice with DM approval) additional to all bonuses.

    • Quick/insignificant death → standard bonus.

  • Usage: Once per long rest (or adjustable by choice with DM approval).

This represents your chaotic rage-fueled grief or passion, tied to bonds with those you care about.

Dramatic Expression

 

  • Usage: 3 times per long rest.

  • Action: Create an emotional or dramatic effect in a 40 ft radius.

  • Target creatures: Wisdom saving throw (DC = 8 + proficiency + Charisma modifier).

  • On failure:

    • Inspired / moved → hesitate, reconsider hostility, or gain temporary immunity to fear.

    • Sad / sympathetic → drop weapon or stop attacking.

    • Afraid / impressed → flee or take disadvantage on attacks.

  • On success: Shaken but unaffected.

  • Special modifiers:

    • Creatures already charmed/frightened by you have disadvantage on the save.

    • If allies recently fell (triggering Sacrifice Bond), effect intensity increases: enemies may move 10 ft away or take disadvantage.

      • Narrative customization (DM approval): The player can flavor the effect: despair, rage, inspiration, or fear-based, influencing the battlefield and story.
    • Allies within radius gain temporary HP equal to Charisma modifier or inspiration (DM’s choice).

  • Narrative flavor: Cinematic/theatrical effects (illusions, lights, sounds, visual distortions) can be added to enhance the story.

  • Effect: You command the battlefield with power, emotion, and expression, literally making enemies “feel” the chaos and intensity of your being.

Absolute Presence

  • Type: Passive aura

  • Radius: 30 ft

  • Effects:

    • Enemies in the aura have disadvantage on saving throws against your spells or class features.

    • Allies in the aura gain +1 to all attack rolls, saving throws, and skill checks.

    • You and allies in the aura regenerate 5 HP at the start of each of your turns (can be adjusted by DM).

  • Narrative flavor: You are literally the heartbeat of the battlefield — every movement, every glance, every presence shapes the fight around you. Allies feel bolstered, enemies feel dread, and your group endures longer simply because you’re there.

Previous Versions

Name Date Modified Views Adds Version Actions
10/20/2025 4:14:10 AM
4
0
Homebrew
Coming Soon
10/20/2025 4:54:24 AM
4
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes