Sorcerer
Base Class: Sorcerer

The magic you wield is drawn from the feelings of disorder within yourself. Anarchy exists within all of us, you just found a way to somehow harness that. Maybe your magic awake from a traumatic incident, or perhaps drawn out by a powerful creature such as a demon. Or it could be that you were simply born with a penchant for chaos. However your power came to be, this uncontrollable magic fills you, always about to bubble over the surface, threatening those that come to close.

Chaos Magic

At 1st level, your spellcasting can unleash surges of untamed magic while you are under stress. On your turn, you can enter a chaotic state as a bonus action. When you do so, give yourself 1 level of exhaustion. When you activate this ability while already in a chaotic state, you increase your chaos level by 1. If increasing your chaos level would give you enough exhaustion levels to kill you, you instead die 1 minute from now. You cannot increase your chaos level past 6 levels.

While in a chaotic state, once per turn when you cast a spell, you roll a number of d10 equal to your chaos level. Activate the ability from the chaos table to the corresponding number rolled. 

Your chaotic state lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your chaotic state early as a bonus action. 

You can enter a chaotic state a number of times equal to your charisma modifer +1 (minimum of 1). Increasing your chaos level while already in a chaotic state does not count towards expending its uses.

Chaos Effect Table
 d10 Chaos Effects

1

Your hair burns to ash but grows back within 24 hours.

2

For the next minute, you must shout when you speak.

3

You are immune to being intoxicated by alcohol for the next 5d8 days.

4

You grow a long beard formed of flame that remains until you sneeze, at which point you cast Firebolt at a creature of your choice.

5

You cast Grease centered on yourself. You automatically succeed saving throws to avoid falling prone from this spell for the next minute.

6

You are transported to the Astral Plane until the end of your next turn, after which time you return to a space within 30 feet of the spot you previously occupied. If there is no spot available, you return to the nearest available spot.

7

All creatures within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or they can’t speak for the next minute. Whenever they try, foam bubbles from their mouths.

8

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

9

A unicorn loyal to you and controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

10

One creature of your choice within 60 feet must succeed on a Wisdom saving throw against your spell save DC or becomes frightened of you.

11

Your skin turns a vibrant shade of red. A Remove Curse spell can end this effect.

12

You are surrounded by loud, blaring music for the next minute.

13

Roll a d10. Your height permanently grows by a number of inches equal to the roll.

14

You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. If you succeed on the saving throw, the chosen creature you morph into may have a challenge rating up to double your level.

15

All creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

16

You cast Confusion centered on yourself. You are immune to its effects.

17

You cast Fog Cloud centered on yourself.

18

Each creature of your choice within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

19

A creature of your choice within 60 feet of you must succeed on a Constitution saving throw against your spell save DC or becomes poisoned for 1d4 hours.

20

You cast Fly on a creature of your choice within 60 feet of you.

21

Illusory bats and balls of flame fly in the air within 10 feet of you for the next minute.

22

Your size increases by one size category for the next minute.

23

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

24

You glow with bright light in a 60-foot radius for the next minute. Any creature that ends its turn within 10 feet of you is blinded until the end of its next turn.

25

For the next minute, you may cause any flammable object you touch to burst into flame.

26

For the next minute, you can teleport up to 30 feet as a bonus action on each of your turns.

27

You cast Mirror Image.

28

You cast Levitate on yourself and all creatures of your choice within 30 feet.

29

Each creature of your choice within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

30

You regain your highest-level expended spell slot.

31

An eye permanently forms somewhere of your choice on your body.

32

Creatures have disadvantage on saving throws against all spells you cast in the next minute that involves a saving throw.

33

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

34

You regain all expended sorcery points.

35

You regain 4d10 hit points.

36

You become invisible for the next minute. During that time, other creatures can't hear you.

37

You teleport up to 120 feet to an unoccupied space of your choice that you can see.

38

Take an additional turn immediately after this one ends.

39

For the next minute you have truesight up to 120 feet. 

40

You do not age, nor require food, drink or sleep for the next 1d10 days.

41

1d8 dragon wyrmlings of various types loyal to you and controlled by the DM appear in unoccupied spaces within 60 feet of you. They are ravenously hungry and vanish after 1 minute.

42

You cast Magic Missile as a 9 level spell.

43

Choose one point somewhere within 120 feet. Every non-living object being carried by a creature in a radius of 30 feet from that point doubles in weight.

44

You have advantage on attack rolls, saving throws, and ability checks for the next minute.

45

Up to six creatures you choose within 60 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 6d10 lightning damage.

46

A spectral shield hovers near you for the next minute, granting you a +5 bonus to AC and immunity to Magic Missile.

47

You gain immunity to all damage for the next minute.

48

Maximize the damage of the next damaging spells you cast within the next minute.

49

You cast Fireball as a 5 level spell. You are not hurt by this spell if you are within it’s range.

50

For the next minute, you regain 3d10 hit points at the start of each of your turns.

51

If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.

52

You can cast Imprisonment on one creature you can touch this turn.

53

You open a portal in an unoccupied space with 30 feet of you. It leads to a corresponding portal of your choice anywhere on the material plane. This portal stays open for 1d4 hours and creatures can only enter through either side if you allow them.

54

One creature of your choice within 120 feet of you ceases to exist for 1d4 hours. They come back in the nearest unoccupied space from where they vanished as if no time had passed for them.

55

You automatically succeed on any saving throw you must make for the next minute.

56

An explosion detonates around you. All creatures within 60 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 10d10 fire damage and are blown 10 feet backwards. 

57

You create a large opaque wall of shadow in an unoccupied space within 20 feet with dimensions of 30 feet long and 10 feet high. Any spells you cast that pass through this wall have their healing or damage effects doubled. The wall dissipates in 1 minute.

58

A kraken loyal to you and controlled by the DM appears in an unoccupied space within 20 feet feet of you, then disappears I minute later.

59

One creature of your choice within 30 feet of you must succeed on a Charisma saving throw against your spell save DC or is incinerated and turns into a pile of ash.

60

You cast Wish.

Arcane Intensity

The magic that flows through your body feeds off of your stress and metal pressure. While you are bloodied you can add a number of d4 damage dice equal to half your sorcerer level (rounded up) to spell attacks you make.

Impenetrable Instability

Starting at 6th level, when you are in a chaotic state you have advantage on Charisma and Constitution saving throws against hostile spells. 

Overpowering Presence

Beginning at 10th level, you can spend 3 sorcery points to frighten others using the physical pressure of your magic as an action. When you do so, all creatures of your choice within 30 feet that can see or hear you must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

Magic Retaliation

Beginning at 18th level, you can channel the anarchy inside of you to take control of spells directed at you. While in a chaotic state, when a creature attempts to hit a spell attack, if their spell attack roll is lower than your AC you can spend 5 sorcery points to direct the same spell at them as a reaction.

Chaos Mage Image

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