Base Class: Sorcerer
While the schools of wizardry teach the control over the veil, and the priesthood connection over the divine sphere, the sorcerer was unwillingly bestowed this power, and thus is now forced to live a life of uncertainty.
Naturally attached to the forces of magic and the veil, this sorcerer has yet to be able to control it's power. Lacking the time and study of a wizard, but winning the jack pot of magic, this spell casters are highly unpredictable, hence why the Quaramzi Magi is tracking their likes.
Magic Bombardment
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, when you cast a Cantrip or a 1st level or higher Spell from the sorcerer spell list, the damage dice explodes.
Exploding Dice. When you roll a damage die on its highest number that die it explodes. If you roll a d6 and it lands on a 6, you must roll one additional die for each one that exploded but the new dices do not explode.
Bend the Veil
Starting at 6th level, you have the ability to twist fate using your wild magic. When you or another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and roll 1d4 to apply the number rolled as a bonus or penalty (your choice) to the creature’s roll, or you can spend 1 sorcery points to give advantage or disadvantage on the roll. You can do so after the roll but before any effects occur.
You may use this ability a number of times equal to your Charisma modifier. You regain all spent usages once you finish a long rest.
Magic Surge
At 6th level, the veil and magic around you start to become unstable and may cause some effects all around. You must write down the number of times you used your Bend the Veil ability. This number becomes the DC of the Magic Surge ability.
Whenever you finish using the Bend the Veil ability, roll a percentile die. If you roll below the DC (number of times you have used it), reality breaks causing a Magic Surge.
Magic Surge. For everyone except the sorcerer, this looks like a earthly aurora, colors striking out from the body of the sorcerer, dealing damage equal to your Sorcerer level * 1d10+2 in a sphere of 30 feet diameter centered on you. All creatures within range must make a Charisma Saving Throw against your Spell Save DC to take half of the damage.
For the sorcerer however, the damage still implies, but you cannot be put below 1 + your Charisma Modifier (minimum of 1) HP.
You feel like the world is turning upside down, you can feel gravity holding you on the endless void that are the beds of stars and planets, the planes. For a glimpse of second you can see the Sphere of Existence that hold the planes and junctions of reality. The skies brightens and darkens, as the Sun and stars coast around you, meteor showers and rain clouds fly over you, or was it under you?... And just as quickly, it all fades away revealing the place where you once were.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you take a long rest, you reduce the DC over the Magic Surge ability by half your Sorcerer level (rounded down).
Veil Sheltered
Beginning at 18th level, the harmful energy of your Magic Surge no longer affects you.
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