Sorcerer
Base Class: Sorcerer

The Anomalous Sorcerer is one of the rarest breeds of Sorcerer, mainly because of the nature of their existence, or lack thereof. According to all laws of the universe, Anomalous Sorcerers are not real, yet at the same time... they exist. It is because from this error that Anomalous Sorcerers draw their magic, and powers, which also shouldn't exist.

Mechanically, Anomalous Sorcerers are capable of manipulating their very being to devastating and confusing effect against their opponents. As they blink around and out of the world, they leave vague paradoxes and pure disorder.

From Here to There

At 1st level, sometimes rather than moving, your body just... was somewhere, and then is somewhere else. As a bonus action, you receive the following benefits for the remainder of your turn:

  • Your movement doesn't provoke opportunity attacks.
  • You ignore penalties to movement speed if you start and end your turn on solid ground.
  • You are capable of moving through objects that are not solid barriers, as long as you end your turn in an empty space.

You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Technically Not There

At 1st level, the lack of your soul's documentation according to all known and unknown laws of the universe makes you particularly difficult to identify. Whenever a creature uses magical means to identify, locate or see you, they must make a Charisma check with a DC equal to your spell save DC. On a success, they see you as intended. On a failure, you are not detected, seen, or properly identified by the magic, instead appearing as a vague magical static. This feature fails if the detection is done with a spell of 4th level or higher.

In-Between Metamagic

Starting at 6th level, you may choose one of the two Metamagic options below to receive:

False Spell

Whenever you cast a spell that involves an attack roll or saving throw and you miss the attack roll or the creature succeeds the saving throw, you can choose to spend Sorcery Points equal to double the spell's level to erase it. Erasing the spell causes you to gain back both your spell slot and the action you used to cast it. 

Perpetual Spell

When casting a spell that deals damage and has an "Instantaneous" duration, as an action on every subsequent turn, you can spend 3 Sorcery Points to repeat it, dealing half of the damage (rounded down) in the same area. Repeating the spell does not require any spell slots or material components that may have been used in the initial casting of this spell.

 You receive the other of these options at 13th level.

False Spell

False Spell

Whenever you cast a spell that involves an attack roll or saving throw and you miss the attack roll or the creature succeeds the saving throw, you can choose to spend Sorcery Points equal to double the spell's level to erase it. Erasing the spell causes you to gain back both your spell slot and the action you used to cast it. 

Perpetual Spell

 

Perpetual Spell

When casting a spell that deals damage and has an "Instantaneous" duration, as an action on every subsequent turn, you can spend 3 Sorcery Points to repeat it, dealing half of the damage (rounded down) in the same area. Repeating the spell does not require any spell slots or material components that may have been used in the initial casting of this spell.

Slight Error in Multiversal Location

At 14th level, your unique relationship with the laws of physics allows you to say goodbye to your appearance for a short time. As an action, you can become invisible until the start of your next turn, leaving behind an illusory duplicate in your space. Any magical or nonmagical means of viewing or tracking you (with the exception of Truesight) instead lead to your duplicate. As a bonus action, you can control the duplicate, allowing you to "move," "interact," "speak," etc.This continues for one minute, after which you become visible and your illusory duplicate disappears. Once you use this feature, you may not use it again until you complete a short or long rest.

Existential Flux

Starting at 18th level, you can upset the fundamental laws of reality even more than you already have by turning the area around you into an unstable mess of magic, time, and other laws of the universe that you hold the strings of. As an action, choose a creature within 60 feet of you. This creature must succeed on a Charisma saving throw or be affected by an Existential Flux, a rare singularity that causes life to become temporarily nonexistent, giving them the following effects:

  • The creature cannot interact with any physical objects they were not wearing or carrying when they entered the Flux that is not you.
  • The creature loses any normal movements speeds it may have, instead gaining 25 feet of flying speed and the ability to hover.
  • At the end of each of your turns, you can choose to deal 6d6 damage to the creature (no save required). The damage can be determined using the table below. When Existential Flux ends, they take 8d6 random damage as they snap back to reality.
  • The creatures do not need to eat, sleep, or breathe.

If the creature(s) succeed the saving throw, they instead take 4d6 random damage and are not affected. If you become incapacitated at any point during Existential Flux, Existential Flux ends for the affected creature. The creature can choose to make the saving throw again at the start of each of their turns, no longer being affected if they succeed. Otherwise, Existential Flux ends after 1 minute. As a bonus action, you can end Existential Flux for all affected creatures. You must then finish a long rest before you can use this feature again.

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