Base Class: Sorcerer
Sorcerers are unlike most other magic users that rely on other forces for their magic such as gods, tireless research, or dark pacts; sorcerers are beings who can create and manipulate their own form of sorcery and unleash in the form of powerful spells. Whilst each sorcerer holds varying levels of power and manipulation over their arcane arts, chaos sorcerers stand above them all though for the overwhelming amount of power they can control from their fingertips. Increasing a spells potency and very nature rests in the hands of the chaos sorcerers, though this power is often paid with a heavy cost to its user. The power itself is known to consume its wielder leaving scaring mutations, memory lose, sanity deterioration, and in the worst of scenarios bright and explosive ends as the magic grows to powerful for the host.
Like the brightest stars in the sky you will outshine those around, but your light will be the shortest so with this power use it for whatever means you wish to accomplish for time is not on your side.
Heightened Output
Starting at 1st level, when you cast a spell it counts as being 1 level higher in terms of denying (do not roll higher casting profile). If the spell has an attack roll, add +1 to the attacks to hit roll, if it has a saving throwing add +1 to the spells save DC.
Life for Magic
Starting at 1st level, when you take a short rest you may expend hit dice to regain spell slots using the following conversions as seen below
1st level - 2 hit dice
2nd level - 3 hit dice
3rd level - 5 hit dice
4th level - 7 hit dice
5th level - 9 hit dice
Dancer with Magic
Starting at 6th level when you go to cast a spell that deals a damage of the following type (fire, cold, acid, lightning, necrotic, force, radiant, thunder, poison, or psychic) you may spend 1 sorcery point to roll a d10 and have the spell's damage type change to the corresponding type of damage.
1 - Acid
2 - Cold
3 - Fire
4 - Force
5 - Lightning
6 - Psychic
7 - Poison
8 - Thunder
9 - Radiant
10 - Necrotic
However you can choose to instead spend 2 sorcery points and choose a damage type instead
Burning Of Both Ends
Starting at 14th level when you select a spell to cast that can be casted at a higher level, you can instead of expending the level you wish to cast up to, you may instead expend a number of hit dice equal to how far you are upcasting (a level 1 spell boosted to a level 3 would expend 2 dice). When you use these hit dice, roll for each and take that much damage in return as cost of life to reach this elevated state. (2d6 hit dies expended would deal 2d6 of damage to the caster). The original level of the spell is still expended
This damage happens before the spell is officially cast so you need not roll for a concertation check if the spell requires it. However if you were concentrating on a spell prior to casting a spell being cast this way, then roll a concentration check as normal.
Overflowing with Power
Starting at level 18, all spells you cast are automatically treated as being one level higher in terms of higher level casting and when using previous abilities (Burning at both ends). Furthermore when you deal damage using a spell, you may elect to reroll all dice once per turn (for spells that have multiple castings such for example scorching ray, only reroll damage for one of these attacks).
Comments