Sorcerer
Base Class: Sorcerer

The Anomalous Sorcery background is designed to be a combination of the Aberrant Sorcery and Wild Magic Sorcery subclasses. These two have always been my favorite Sorcerer subclasses, and, inspired by a meme about multiclassing these very subclasses, I bring you the Anomalous Sorcerer. While the cause of Anomalous Sorcery is usually a mystery or granted by random chance, exposure to chaotic or alien energy can sometimes cause it to surface as well.

Anomaly Spells

Level 3: Anomaly Spells: When you reach a level specified on the Anomaly Spells Table, you thereafter always have those spells prepared.

Anomaly Spells

Sorcerer Level

Spells

3rd

Crown of Madness, Eldritch Blast, Magic Missile, Phantasmal Force, Tasha’s Hideous Laughter

5th

Fear, Slow

7th

Confusion, Banishment

9th

Animate Objects, Telekinesis

Minor Telepathy

You gain Telepathy with a range of 30 ft. If you already have Telepathy, its range increases by 30 ft.

Twist Reality

Once per long rest, you can gain advantage on the D20 Test. You can regain your use of this by using your Unstable Magic feature.

Unstable Magic

You learn the following Metamagic option:

Unstable Magic

Cost: 1 Sorcery Point

When you cast a spell with a spell slot, you can use this feature to roll on the Wild Magic Surge table.

Anomalous Power

You can cast your Anomaly Spells using a number of Sorcery Points equal to the spells level rather than spell slots

Reality Bend

You can expend a Sorcery Point to add 1d4 to a D20 Check you rolled.

Uncontrollable Energy

You have Advantage on Saving Throws to avoid or end the Charmed and Frightened conditions

Anomalous Form

As a Bonus Action, you can expend 3 Sorcery Points to enter an Anomalous Form. While in your Anomalous Form, your Telepathy increases by 30 ft., you roll twice on the Wild Magic Surge table when using Unstable Magic and choose which effect you want, and you gain one of the following effects: Fly Speed equal to your Speed, seeing Invisible creatures within 60 ft. of you that aren’t behind Total Cover, or the ability to move through any space as narrow as 1 inch and use 5 feet of movement to escape restraints or the Grappled condition

Anomalous Rift

As a Magic Action, you can teleport 120 ft., use Unstable Magic for free, and force every creature within 30 ft. of the space you left to make a Constitution Saving Throw against your Spell Save DC, taking 3d10 Force damage on a failure. Once you use this feature you can’t use it again unless you finish a Long Rest or spend 5 Sorcery Points to regin your use of it.

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