Base Class: Sorcerer
Few can explain the source of Anarchic Magic. Some scholars believe it is the lingering echo of a forgotten era before the Weave settled into orderly form. Others claim it is born from exposure to fractured planes, impossible dimensions, or the remnants of failed creations by long-dead gods. Whatever its origin, one truth remains: it refuses to obey.
Where other sorcerers channel elemental power, divine radiance, or draconic might, your magic constantly shifts and adapts. Flames become razor-sharp torrents of crystal, lightning collapses into crushing force, and spells unravel into manifestations their original creators never intended. Every spell you cast is shaped by instinct rather than tradition.
As your power grows, you learn to deliberately guide this instability. You infuse spells with unnatural precision, alter their very nature, and siphon strength from the chaos they unleash. Even failures become opportunities, as surges of volatile energy erupt around your foes, spreading destruction in unpredictable ways.
At the height of your mastery, your magic transcends conventional limitations. Spectral arms woven from living chaos sustain multiple spells simultaneously, impossible energies answer your will, and reality itself begins to fracture wherever your spells take hold. The battlefield becomes a canvas of shifting destruction, where no enemy can rely on resistance, certainty, or the expected behavior of magic.
For an Anarchic Sorcerer, chaos is not a loss of control—it is simply another form of mastery.
Level 3: Anarchic Charges
At 3rd level, you gain a number of Anarchic Charges equal to your proficiency bonus for use in Anarchic Infusion. You regain all expended charges when you finish a long rest.
Level 3: Anarchic Infusion
At 3rd level, when you cast a sorcerer spell of 1st level or higher, you can expend 1 Anarchic Charge to apply one of the following effects to that spell:
Imbued Spell: Before rolls, the spell gains a +1 bonus to one spell attack roll, or you increase the spell’s first saving throw DC by 1 for one creature affected by the spell.
Bonus to attack rolls increases based on half your Proficiency Bonus rounded down.
Bonus to saving throw DC increases to +2 when Proficiency Bonus reaches +5. (Proficiency Bonus + 1)/3 rounded down.
Fluxed Spell: You change one damage type dealt by the spell to magical bludgeoning, magical piercing, or magical slashing damage. You choose the new damage type when you cast the spell. If the spell deals more than one damage type, choose only one of those damage types to change.
Level 3: Anarchic Spells
At 3rd level, you learn the Anarchic Bolt cantrip. It counts as a sorcerer cantrip for you, but it does not count against your number of cantrips known.
In addition, when you reach a Sorcerer level specified in the Anarchic Spells table, you thereafter learn those spells and they do not count against your number of spells known.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, Web, Blindness/Deafness |
| 5 | Fear, Slow |
| 7 | Confusion, Greater Invisibility |
| 9 | Shadowflame Pillar, Hold Monster |
| 18 | Agonize |
Level 6: Fluxed Sorcery
At 6th level, your unstable magic begins feeding itself through controlled breakdowns.
As a bonus action, you can spend Sorcery Points to regain expended Anarchic Charges. Each Anarchic Charge costs 1 Sorcery Point to restore.
The maximum number of Anarchic Charges you can restore with this bonus action scales via: 1 + half your Proficiency Bonus rounded down.
You cannot exceed your normal maximum number of Anarchic Charges.
Level 6: Gnosis
At 6th level, your growing knowledge of Anarchic Magic allows you to perceive the unstable patterns left behind when your spells distort another creature. You can seize that instability, either reclaiming part of the magic or allowing it to rupture outward.
When you cast a sorcerer spell of 1st level or higher that successfully imposes a condition or another negative magical effect on one or more hostile creatures, you can roll 1d4.
On a 3–4, you regain 1 expended Anarchic Charge.
On a 1–2, unstable energy bursts from one affected creature of your choice. Each creature of your choice within 10 feet of that creature takes force damage equal to 1d4 + quarter of your Sorcerer Level (rounded down).
This explosion is a separate magical effect. Its damage is not considered damage dealt by the triggering spell, and it cannot activate or benefit from any other spell, class feature, feat, or magic item that triggers when you cast a spell, hit a creature, or deal damage. It does not alter the spell’s imposed condition or harmful effect, and it does not cause another saving throw.
You can use Gnosis once per turn. For convenience, you can roll the Gnosis d4 using the entry in the Other section of your character sheet. Doing so does not require an action.
A harmful magical effect includes reducing a creature’s speed, limiting its movement or actions, imposing disadvantage or a numerical penalty, preventing reactions or spellcasting, forcibly moving it, suppressing one of its defenses, preventing it from regaining hit points, or subjecting it to another ongoing magical impairment beyond the spell’s immediate damage. Damage alone does not qualify.
An effect also does not qualify merely because it creates difficult terrain, obscurement, a summoned creature, an object, or another environmental hazard unless it directly impairs a hostile creature. A continuing effect does not trigger Gnosis again unless the spell newly imposes that effect on a creature.
Level 14: Quadirbrachium
At 14th level, your magic manifests as two spectral, chaotic arms that emerge from your sides, weaving unstable arcane patterns to sustain multiple magical threads simultaneously.
As a bonus action, you can enter the Quadirbrachium state.
While in this state, you can concentrate on two spells at the same time, subject to the following restrictions:
- At least one of the spells must be 5th level or lower.
- You cannot maintain concentration on more than two spells simultaneously.
- If your concentration ends for any reason, both spells end immediately.
- You make only one Constitution saving throw to maintain concentration, regardless of how many spells would normally require one.
Whenever you make a Constitution saving throw to maintain concentration, you may expend 1 Anarchic Charge to add 1d8 to the roll after seeing the d20 but before knowing whether the save succeeds.
Quadirbrachium can willingly end as a Bonus Action. When doing so, choose one spell to end and stop concentration on.
Once you use this feature, you can't do so again until you finish a Long Rest, unless you expend 5 Sorcery Points to use it again.
Level 14: Anarchic Infusion: Klopizosis
At 14th level, after you cast a sorcerer spell that deals damage to at least one creature, you may expend 2 Anarchic Charges and choose one creature damaged by the spell.
You siphon unstable life force from that creature, choosing one of the following effects:
- Vital Surge. You gain temporary hit points equal to the damage dealt to the chosen creature by the spell, to a maximum of twice your sorcerer level.
- Life Drain. You regain hit points equal to half the damage dealt to the chosen creature by the spell (rounded down). This healing cannot exceed your sorcerer level and cannot restore you above your hit point maximum.
Klopizosis uses damage after all reductions, resistances and vulnerabilities for it's effects. You can use Klopizosis only once per turn.
Level 18: Anarchic Infusion: Paradigm Allagosis
At 18th level, your Fluxed Spell option improves. When you use Fluxed Spell, you can change one damage type dealt by the spell to cold, fire, or lightning damage, in addition to magical bludgeoning, piercing, or slashing damage.
Level 18: Anarchic Infusion: Meigmaosis
At 18th level, when you use an Anarchic Infusion on a spell, you can apply two different Anarchic Infusion options to the same spell.
The Anarchic Charges consumed are equal to the combined cost of both Anarchic Infusion options. You cannot choose the same option twice for the same spell.
Level 18: True Anarchy
At 18th level, your magic no longer merely bends spells. It fractures reality around them.
Once per turn, when you expend one or more Anarchic Charges on a sorcerer spell of 1st level or higher, you can create an Anarchic Surge. Immediately roll a d6. On a 5-6, you regain 1 expended Anarchic Charge. Then choose one of the following effects:
Rupturing Cast. One chosen creature damaged by the spell erupts. Creatures of your choice within 10 feet of it take force damage equal to your 1d4 + Charisma modifier + your proficiency bonus.
Shadowflame Afterbirth. If the spell dealt damage to at least one creature, a lesser shadowflame pillar erupts at one chosen creature or point within the spell's area of effect. Creatures of your choice within 5 feet of that point take 2d8 fire damage and 2d8 necrotic damage.
Double Chaos. Immediately after casting the spell, you can cast Anarchic Bolt as part of the same action. This Anarchic Bolt does not require components.
You can create an Anarchic Surge a number of times equal to your Charisma modifier per Long Rest. For convenience, you can roll the Anarchic Surge d6 using the entry in the Other section of your character sheet. Doing so does not require an action.
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