Sorcerer
Base Class: Sorcerer

Revenge is best served cold. Being able to wait for your meal to finally be prepared, is much more sensual rather than nuking it from orbit.

Level 3: Lingering Malisons

Starting at 3rd level, when you deal damage of a type associated with one of your Malisons to a creature with a Sorcerer spell, you can afflict that creature with the corresponding Malison. A creature can have multiple Malisons at once, but only one of each type.

A Malison has two parts: its ongoing damage and its rider effect. Unless otherwise stated, the Malison’s ongoing damage is 3d4 at 3rd level, 3d6 at 10th level, and 3d8 at 16th level. You can apply a Malison a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can also expend 1 Sorcery Point to apply one Malison when you deal the triggering damage. 

Lacerated

When you deal Slashing damage to a creature with a Sorcerer spell, you can afflict it with the Lacerated Malison.

If you expend 3 Sorcery Points when you apply this Malison,  If you expend 3 Sorcery Points when you apply this Malison, the creature must make a Constitution saving throw. On a failed save, cannot regain any hit points while under the Malison. Another creature within 5 feet of it can use an action and a Healer’s Kit to end the Malison, or the creature can use it's action to gauge the wound.

Iced

When you deal Cold damage to a creature with a Sorcerer spell, you can afflict it with the Iced Malison. If you expend 3 Sorcery Points when you apply this Malison, the creature must make a Strength saving throw. On a failed save, it is also Dazed until the start of your next turn, and can't benefit from any bonus to it's speed. A frozen creature takes damage equal to the Malison’s ongoing damage at the end of each of its turns. The Malison ends if the creature succeeds on a Strength (Athletics) against your spell save DC , or if it takes 20 or more Bludgeoning or Fire damage.

Surged

When you deal Lightning damage to a creature with a Sorcerer spell, you can afflict it with the Shocked Malison. 

If you expend 3 Sorcery Points when you apply this Malison, the creature must succeed on a Constitution saving throw or be Dazed until the start of its next turn, and drops anything it was holding.. A shocked creature takes damage equal to the Malison’s ongoing damage at the end of each of its turns. The Malison ends if the creature succeeds on a Constitution saving throw against your spell save DC, or if it takes 15 or more cold damage.

Burned

When you deal Fire damage to a creature with a Sorcerer spell, you can afflict it with the Burned Malison

If you expend 3 Sorcery Points when you apply this Malison, the creature must succeed on a Dexterity saving throw or have Disadvantage on the next Dexterity saving throw it makes before the end of its next turn. The Malison ends if the creature succeeds on a Dexterity saving throw against your spell save DC, or if it takes 15 or more Cold damage.

Infected

When you deal Poison damage to a creature with a Sorcerer spell, you can afflict it with the Infected Malison. 

If you expend 3 Sorcery Points when you apply this Malison, the creature must succeed on a Constitution saving throw or be Poisoned until the start of your next turn. An infected creature takes damage equal to the Malison’s ongoing damage at the end of each of its turns. The Malison ends if the creature succeeds on a Constitution saving throw against your spell save DC, or if magical healing ends the condition.

Painful

When you deal Force or Psychic damage to a creature with a Sorcerer spell, you can afflict it with the Painful Malison.

If you expend 3 Sorcery Points when you apply this Malison, the creature must succeed on an Intelligence saving throw, your choice, or it can’t benefit from Resistance to damage until the start of your next turn. The creature takes damage equal to the Malison’s ongoing damage at the end of each of its turns. The Malison ends if the creature gains Resistance or Immunity to the triggering damage type.

Level 3: Malice Spells

Your connection to lingering afflictions grants you access to certain spells. At the Sorcerer levels listed in the Malison Sorcery Spells table, you always have the listed spells prepared. Each spell counts as a Sorcerer spell for you, but it doesn’t count against the number of Sorcerer spells you know.

Draconic Spells
Sorcerer Level Spells
3 Cloud of Daggers, Flaming Sphere, Thunderwave, Witch Bolt
5 Lightning Bolt, Slow
7 Vitriolic Sphere, Fire Shield
9 Ice Storm, Cloudkill

Level 6: Sympathetic Detonation

At 6th level, when a creature affected by one of your Malisons takes damage of the same type as that Malison, you can use your Reaction to cause the Malison to detonate. The target takes 3d8 extra damage of that type, and each other creature of your choice within 10 feet of it takes 1d10 damage of that type.

If another creature within 30 feet of the target is also affected by a Malison of the same type, the detonation becomes more violent. For each such creature, the damage dealt by this feature increases by 1d10, to a maximum increase equal to your proficiency bonus. A creature that is immune to the damage type of the detonated Malison doesn’t contribute to this increase.

The detonated Malison then ends

Level 14: Cascading Malice

At 14th level, When you use Sympathetic Detonation, you can choose to detonate all of the Malisons on the same creature, provided it is of a different type. If you do, the creature takes the extra damage from both Malisons, and each creature of your choice within 10 feet of it takes damage for each detonated Malison, but you can choose the damage type for each separately.


Additionally. as a bonus action you can spend 3 sorcery points, and combine Malices, to procure different effects. You can only cause one of the effects per turn.

Iced and Surged


When a creature affected by both the Iced and Surged  Malisons is hit by Lightning damage from one of your Sorcerer spells, the creature’s body is overloaded with magical force. It can’t take Reactions until the start of your next turn, and attack rolls against it have Advantage until then.

Iced and Burned

When a creature affected by both the Iced and Burned Malisons is hit by Fire damage from one of your Sorcerer spells, the ice around it fractures violently. The creature takes extra damage equal to one roll of the Malison’s damage die, and it is pushed up to 10 feet away from you. If it can’t be pushed, it instead falls Prone.

Lacerated and Burned

When a creature affected by both the Lacerated and Burned Malisons is hit by Fire damage from one of your Sorcerer spells, the wound is seared shut in a burst of heat. The creature takes extra damage equal to 3 rolls of the Malison’s damage die

Lacerated and Iced

When a creature affected by both the Lacerated and Iced Malisons is hit by Cold damage from one of your Sorcerer spells, the creature’s movements stiffen and slow. The creature takes extra damage equal to one roll of the Malison’s damage die, and it has Disadvantage on attack rolls it makes before the start of your next turn.

Lacerated and Surged

When a creature affected by both the Lacerated and Surged Malisons is hit by Lightning damage from one of your Sorcerer spells, the creature’s nerves overload. The creature takes extra damage equal to one roll of the Malison’s damage die, and it has Disadvantage on the next saving throw it makes before the start of your next turn.

Poisoned and Fire

When a creature affected by both the Infected and Burned Malisons is hit by Fire damage from one of your Sorcerer spells, the toxins within it ignite. The creature takes extra damage equal to one roll of the Malison’s damage die, and it must succeed on a Constitution saving throw or be Poisoned until the start of your next turn.


Any further effects are up to DM.

XXX Sero's Basement XXX

 

XX

Level 18: Cataclysm

At 18th level, when you apply a Malison to a creature, you can apply a second Malison of a different type to that same creature without expending Sorcery Points. You can do this once on each of your turns.

In addition, when a creature affected by one of your Malisons takes damage of the same type as that Malison, you can cause that creature to immediately suffer the ongoing damage of all Malisons on it, not just the triggering one. Once you use this feature, you can’t do so again until the start of your next turn.

Previous Versions

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