Sorcerer
Base Class: Sorcerer

The magic of your sorcery is not inherently innate, you have been cursed by a higher being, object, religious leader, or creature of great power. You have been exposed to a form of Wild Magic that has fundamentally altered your being.

Chaotic magic courses through the section of your body affected by your curse, and as it spreads as does the magic.

Spell Slinger

Your hold over your wild magic increases, allowing you to cast Cantrips as bonus actions if they usually cost a full action.

Curse Progression

Your curse has changed not only your body but your soul. For every hit to your ego, every ounce of stress on your shoulders, every traumatic situation, your curse has a chance to increase.

Your Curse Progression is tracked through a Curse Percentage, that can manifest physically depending on your flavouring choices. A DM may ask you to roll a certain number of dice depending on a situation they have put you in. The number rolled must be added to your Curse Percentage. Refer to the table below for a rough guide:

Situation

Die

A family pet dying

1d8

A family member dying

2d8

Seeing someone you don’t know getting torn apart

1d2

Stress to make an important ethical decision

1d10

Witnessing an eldritch being

1d8

Experiencing something linked to a phobia

1d4

Revisiting a traumatic event

2d8

Being overcome by extreme anger

1d12

You may decrease your Curse Percentage through a number of ways. Roleplaying, downtime, DM rewards, or magical medicinal attention can lower the Percentage. When you increase your Curse Percentage, you may also make a CHA Save equal to your Spell Save + CHA since you are fighting your own nature. On a success, you may roll the Percentage Damage twice and choose the lower option.

Wild Magic Surge

Starting when you take this subclass, your spellcasting becomes a potent force of chaotic energy output.

Every time you cast a spell that isn’t a cantrip, you roll a d100. Compare the roll to the Curse Percentage. Should the number rolled be equal to or under the Percentage, roll another d100 to determine the outcome of your Wild Magic.

Additionally, as a part of this feature, you gain access to a set of spells when you reach new levels, as described below:

1 Level:

Chaos Bolt, Dissonant Whispers

3 Level:

Enhance Ability, Shatter

5 Level:

Dispel Magic, Fireball

7 Level:

Polymorph, Dimension Door

9 Level:

Contagion, Destructive Wave

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Cursed Swipe

You channel your chaotic magic into your cursed arm. It ripples and changes, your claws growing longer and your scales thicker. Magical energy courses through the percentage of you affected by your curse, increasing your curse percentage by 1% when you use this feature.

For the next minute, every time you roll damage for an unarmed strike attack, you may add a number of d6s equal to your proficiency modifier. The extra damage is cold damage, until your curse grows to 50%, when it deals necrotic damage instead. You have advantage on unarmed strikes with this feature active.

Cursed Swipes count as magical damage for the purpose of resistances, also meaning you must roll your Percentile Die for every Swipe. To end the feature early, you must make a CON Save equal to your spellcasting modifier.

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