Base Class: Sorcerer
Your innate magic comes from the lineage of the ancient, unknowable, omnipresent horror beyond even Far Realm filth.
Level 3: Malevolent Resilience
The magic in your body manifests physical traits of your primordial blood. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also replaced by writhing web-like tentacles made of eyes, flesh and muscle, and you gain Truesight out to 10 feet.
Level 3: Spells of the First
When you reach a Sorcerer level specified in the Spells of the First table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Eldritch Blast, Mending, Chromatic Orb |
| 5 | Lightning Bolt, Counterspell |
| 7 | Arcane Eye, Banishment |
| 9 | Legend Lore, Wall of Force |
Invoke Chaos
As a bonus action, you can choose a creature you can see within 60 feet and force them to roll on the Wild Magic Table.
If the result is 7-8, Fireball is instead cast at 4th level centered on the target. If the result if 39-40, the target only heals for 1d8. Any other results happen as normal.
You can use this feature a number of times equal to your Charisma modifier, regaining all uses upon a long rest.
Level 14: Extra Spells
The Void Mother has noticed your ever growing magical prowess and has decided to grant you a boon. Your very being was altered, now capable of holding extra spells.
Due to the way the new spells were engraved into you, they cannot be affected by your metamagic, nor can they be upcast. The spells you made cannot be changed later, so pick wisely.
At 14th level, you gain 2 7th level spells of your choice. At 16th level, you gain an 8th level spell of your choice. At 18th level, you gain a second 8th level spell. At 19th level, you gain a 9th level spell and at 20th level, you gain a second 9th level spell.
Level 18: Pure Malice
Behold! The ancestral tapestry of your being unfurls in a magnificent, albeit terrifying, crescendo of complete and utter awakening, thereby exposing the unadulterated, primal malevolence residing deep within the very core of your origin! The ethereal veil, the delicate boundary that once separated your mortal soul from the vast, cosmic source, the very wellspring of all that is wicked and unholy, now irrevocably dissolves, fades into the ether like morning mist before the scorching sun! Your mere presence, your very existence, now radiates an aura of profound and utter corruption, a tangible miasma that warps and twists the very fabric of reality around you, leaving desolation in your wake!
When you activate Pure Malice (no action required), you enter a heightened state of primordial wickedness for 1 minute. You can use this feature once per long rest.
While Pure Malice is active, you gain the following buff.
Malefic Ascendance.
Your body warps to reflect your origin; shadows coil around you, eyes bloom where none should exist, or cracks of red-black radiance slice through reality.
You gain resistance to all damage except radiant. Immunity to the Charmed and Frightened conditions. Truesight to 120 feet. You can move through creatures and objects as if they were difficult terrain, taking 1d10 force damage only if you end your turn inside an object.
Each time you activate Pure Malice, roll 1d4-1.
0-1: Aura of the First Sin.
2: Malice Unbound.
3: Hateful Surge.
Aura of the First Sin.
Hostile creatures that starts their turn within a 30 foot aura centered on you must make a Wisdom save.
On a failure: They take 4d8 psychic or necrotic damage (your choice each time). They can’t take reactions until the start of their next turn. Their next attack or spell that targets a creature must target someone other than you, if possible (their hatred lashes outward uncontrollably).
Creatures that succeed take half damage.
Malice Unbound.
The raw evil in your blood empowers your spells beyond mortal limits.
Once per turn when you cast a spell that deals damage; Add your Charisma modifier + your proficiency bonus as bonus psychic, necrotic or fire damage as you choose. Additionally, once during Pure Malice, when you cast a spell of 5th level or lower, you may ignore resistance to the damage type it deals and treat immunity as resistance.
Hateful Surge.
Every 2 turns while Pure Malice is active, you may unleash a shockwave of primordial hatred.
As an action, force all creatures of your choice within 60 feet to make a Charisma save.
On a failure: They take 8d8 psychic damage and they are Stunned until the end of their next turn
On a success: They take half damage and are not stunned.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/28/2025 11:26:15 AM
|
3
|
2
|
--
|
Coming Soon
|
|
|
12/2/2025 6:33:34 AM
|
14
|
0
|
--
|
Coming Soon
|
|
|
12/2/2025 7:11:48 AM
|
13
|
0
|
--
|
Coming Soon
|
|
|
12/8/2025 11:50:24 PM
|
22
|
2
|
--
|
Coming Soon
|
|
|
12/9/2025 2:20:15 AM
|
24
|
0
|
--
|
Coming Soon
|
|
|
12/9/2025 2:22:48 AM
|
27
|
0
|
--
|
Coming Soon
|
|
|
12/9/2025 2:28:55 AM
|
25
|
0
|
--
|
Coming Soon
|
|
|
1/4/2026 9:56:36 AM
|
42
|
0
|
--
|
Coming Soon
|
|
|
2/24/2026 8:44:43 AM
|
49
|
4
|
--
|
Coming Soon
|
Comments