Sorcerer
Base Class: Sorcerer

Similarly to the wild magic that other sorcerers can produce, your magic comes from the elemental plane of chaos, or perhaps from Limbo.

Magical Manipulation

At 1st level, you can use the chaotic energy flowing from you, you can alter certain damage types of a spell to different ones according to the table below.

Radiant

Necrotic

Fire

Lightning

Cold

Thunder

Psychic

 

Upset Balance

At 1st level, the chaotic energy within you allows you to cause chaos to those around you. When a creature you can see within 30 feet of you is about to roll a d20 without advantage or disadvantage, you can spend a sorcery point and use your reaction to cause the roll to be affected by advantage and disadvantage (Your choice).

The amount of times this can be done between long rests is equal to your proficiency bonus.

Chaos Words

Starting at 6th level, when casting a spell or cantrip, you can increase the potency of it by spending sorcery points. For spells you cast it at a higher level according to the number of points spent, for cantrips that cause damage, they do 1d6 additional points of damage for each point spent, for other cantrips they are affected by one of your metamagic options of your choice at the cost of one point.

You can only utilise this feature once per turn.

Haphazard Movement

Starting at 14th level, you gain the ability to magically teleport at will. As a bonus action you can teleport up to 60 feet away to an unoccupied space you can see, though there is a 10% that you will teleport to a location other than the one you specified, where you teleport to is at the DM's discretion. By spending two sorcery points you can do this as a reaction, but there is a 40% chance the teleport will misfire.

Metamagic Mastery

Your proficiency at manipulating magic is at a mastery level. At 18th level you can utilise all the metamagic options.

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