Sorcerer
Base Class: Sorcerer

You are a part of a secret and powerful organization, the kind that you can't just simply decide to walk away and live without any consequences.

This organization may be composed of criminals, high ranking military personal, aristocracy, cult members, or some mage society. 

This organization infused you with magical power in other to become a more useful tool for this organization's purposes.

You may have been exposed to raw elemental energy for a prolonged amount of time, had monster blood transfusions, had a creature forcefully summoned into you, had magical runes carved into your flesh or subjected to intensive amounts of pain to try to tap into the dark and chaotic magic.

These organizations know the risks they are dealing with and have several countermeasures in case things go array.

All those who are subjected to these procedures are aware of the risks and know that they will most likely come out with a different person whether it be psychological, physical, dead, or more powerful.

Those who process failures usually are killed or incarcerated to use as a diversion or living weapons. 

Those who successfully go through the procedures now are like a rough diamond of brute magical force who have to be trained for them to be able to harness and perfection of their new set of skills, the process doesn't end there, the subject now has to undergo a special kind of training with those who have had close contact with magic, which includes sorcerers and wizard of all kinds and of course others that have gone same procedures.

Sometimes there are cases of those who have managed to escape but their life expectancy isn't the highest, the reason being it doesn't till organizations go hunting them down and terminate them, leaving no traces of his existence or involvement.

Every Pros has it's Cons

You were affected by the process and it changed you in a deeper level altering more than just your ability to use magic, it goes to a mental, spiritual and physical.

Path of Chaos

Chaotic magic is all about wreaking havoc and mayhem, chaotic magic is one of the most unstable, unpredictable types of the magic and dangerous magics, some even say its dangers are unknown due to the very little amount of users, but some say that it has a destructive power to exterminate a hoard and you friend in the same blow, chaotic magic only protects its user friends and foes are the same for this dangerous magic.

The very few people that used this kind of magic were self-centered, random, uncaring to the value of lives, and always seeking a thrill or adrenaline. 

The path to chaos magic seeks for destruction and boredom and requires a certain type of instability linked to arsonists, auto-destructive behavior, destructive behavior, adrenaline junkies, distempered psychopathy, and intermittent explosive disorder.

Chaotic magic brings destruction, panic, and havok that follows everywhere the madman that decides to accept this magic goes. 

Those who possess this certain magic roll with an advantage of spells that deal damage, also have an increased area of effect of all spells by 15ft, and spells that would only damage foes now can damage to all in the spell area except yourself.

Once per long rest you can destabilize any spellcasters who are within 120ft sight distance, all affected roll with disadvantage to hit on any ranged spell they cast for the next minute.

People who undergo this particular method are a special piece.

The characteristics present in these individuals make them great to make messages and scare any who defy the organization, ruthless executioners, and scarry enforcers who are able to scare even those who societies relly on constant violence and ruthlessness.

Your mind is a complete shitshow making psychic damage a joke and effects such as charmed, frightened impossible.

Path of Darkness

Dark magic is a general term that includes more specific ones: necromancy, voodoo, shadow magic, curses, witchery, warlocks, fiendish magic, shadowfell magic, drow magic, hex magic, shadow court fey, dark summoners, cultist, blood magic, and other magics that could be considered as "evil" or taboo.

People who undergo this particular method are typically anti-social, mysterious, and dangerous.

The individuals that undergo the dark infusion are usually deadly assassins, collected enforcers, skilled spies, dark summoners, and shadow watchers. These individuals have a somewhat balance between the dark nature of their soul and power, and the mental stability necessary to execute job while acting in a calm and collect behavior to not raise suspicions.

Dark magic-infused have endured so much mental stress that conditions such as frightened don't mean anything, this kind of people can undergo extreme torture while looking you in the eye, making jokes, or even criticizing your clumsy methods of extraction of information.

Psychic damage doesn't mean squat for you these men and women who chose this path.

You now possess 120ft darkvision, resistance to necrotic.

You can hide in a shadow temporarily, but its uncomfortable place to stay for one to stay for prolonged periods of time, especially for those unfamiliar with dark magic. 

Path of Electricity

Due to you being enclosed in a space being subjected to various strucks of lighting by magical and natural means.

You have resistance to that lightning and imunty to stun or paralyzed by electrical means.

Your body is permanently charged with electricity which allows you to deal with electricity with any that you touch, weapons deal extra d4 lightning and unarmed attack deal extra d6. 

You are unable to go for a swim without killing any fish in the lake or pissing of any stronger thing that may live there. Human or any touch is impossible unless the creature is immune to lightning damage and stun conditions.

These people are great for the abduction of targets due to ability to stun creatures by just touching them.

These people live a life of solitude and deprivation.

You also are able to charge metal things with an electric element(electricity/lighting).

Path of Nature

The nature infusion is an attempt to create assassins specialized on searching relics and ancient relics lost in nature and tracking those who tried to go off-grid by going to a desolate place in the wilderness to not have to deal with the consequences of their acts.

The process of creating a nature-infused can be made by a few ways extracting from elementals till they die or the from death of several fey and creatures from the forests.

Fey, animals, and creatures from the forest can sense the disgusting origin of these subjects' powers, and that way lead to them either running for their lives or charging into you at full capacity in a blind rage and seeking revenge.

You have an advantage in intimidation against nature's creatures.

You have 30ft tremorsense.

You can fly at your movement speed by using the power of wind, you have an advantage on survival and stealth in the wild.

Path of Radiant Exposed

You were enclosed in a space with massive raw radiant energy drawn for from gods who were tortured and endured painful magical extraction to point of their deaths.

Radiant Energy infused look like paladin or cleric to regular eyes, but even though the magic looks holy it comes from a dark origin that will most likely never come to light.

Radiant Infused are great for making fake Inquisitors who wage "justice"  against whoever the organization tells to, monster slayers, executioners, and biased judges.

Radiant infused are masters of deception and manipulation.

You are resistant to necrotic and radiant, you can't be blinded, you are an expert in deception and persuasion and arcana.

Due to your untruthful religious upbringing, you have a disadvantage on religious checks.

You see through illusions, you have 30 ft Truesight 

Path of Runes

Rune magic is a weird, old, complicated, powerful, and a painful one too.

Your body has 1d12+4 of runes of various properties that make you a quite identifiable person.

Runes are sentient and very jealous, they are jealous to the point that they will not allow you to serve as a warlock, use items that sentient and in worse cases even go as far as causing you pain when you're near someone or something they don't like.

Runes are rare and ancient and because of that very few know how to properly engrave it onto someone, sometimes stubborn runes may try to kill creatures they don't want to be attuned.

Once a rune is attuned it goes dormant until its bearer decides to activate the attunement. You can only have 3 runes activated at the same time.

While activated the rune temporarily glows for a fraction of a second.

Rune magic is powerful but rarity of those know infusion and runes compatibility make the odds of finding these people extremely rare, but when found prepare for an interesting individual who usually is either a tracker, infiltrator or bodyguard.

Rune magic rellies more on transmutation, divination, utility, and self warding.

 

Path of Tormented Mind

You were exposed to a series of telepathic manipulation, memories manipulation, immense psychic pain, and torment after the torment of illusions, immense fear, and suffering.

This series of traumatic events caused your body to fight with all it has taping into a psychic explosion that broke your mind for good and turned you into a bad shit insane psionic telepath.

You no longer speak through your mouth, only telepathically.

you are immune to psychic damage and charmed effects.

You have a disadvantage against frightened due to you living in contact with agony, pain, and fear.

You have a disadvantage in all intelligence and wisdom skills.

Every time you are restrained or grappled you become impulsive and desperate starting to emit a mental scream for all those in a 10ft radius of you, those who are within 10 ft radius take 1d6 psychic damage each turn(all combatants, not only your turns) until someone manages to calm you down, put you to sleep, or knock you unconscious.

These individuals are usually born on a failed attempt to harness dark and chaotic magic.

When this happens these individuals are turned into mindless assassins and unbribable slave keepers.

Training, Power and Money

You have spent enough time using your new skills to become a force to be reckoned with proving your value to your organization, earning trust, and making your bosses value you more.

Contracts given to you by your syndicate earn you more money because now your not just any goon, you have proven that you a place in the things that happens behind the curtains, the places where the real story is made without the awareness of the general population. 

According to your type of infusion, you gained a few perks by harnessing and training.

You also gained the trust and with trust comes intel about stuff that some would sell their own mothers for.

Chaos Approval

Your knack for chaos is evergrowing and the magic itself has taken a liking for you and your servitude towards it and because of that, it gives you tools in order to continue your great work.

You have an advantage in persuading individuals to riot, rebel, treason, and cheating.

Creatures with irrational behavior such as owlbears and specters are attracted to your magic and therefore try to get near cities and villages.

Electrical Absorption

When dealing with a saving throw against the lightning that you possess affinity you can choose to use either dexterity save for dodging or constitution save to try to absolve the energy powering your next attack with that half damage die rolled.

You can use this characteristic only when dealing with electrical damage.

You can also feel the electricity, which means you know when a storm is coming, identify if a weapon or object has lighting property or when some creature with stong electrical properties is around.

nature

Your connection to the wild is deep

Symbiotic Knowledge

Your runes feed you with knowledge foreign to you allowing you a better understanding of what it is and how old magic works.

Your runes now have the ability to go invisible while inactive, those who possess truesight or are using see invisibility can still see your runes engraved on your body.

You also gain an extra 1d4 of runes.

You can know are able to read giant and also have a better comprehension of ancient history and how the arcane works.

Unveiling the Obscure

You have dark magic within, but dark magic isn't one to share its secrets wich meant that for better understatement of what you have in you and what kind of forces you're dealing with you had to go reading, researching, and even doing a little bit of practice of the dark arts.

You have good comprehension of the obscure, things such as curses, poison, necromancy, undead, warlocks, fiends, dark deities, evil dragons, evil elementals, dark experimentations, cults, people and tribes banished for certain practices, shadow court, eldritch beings, dark creatures, and even some knowledge about planes such as the Underdark, Nine hells, Abyss and the ShadowFell.

You are very knowledgable person and such knowledge also you to be a hunter of the obscure, find secret relics and temples, know antidotes and cures, shortcut and access to different planes, leverage for bargains when dealing with certain groups and individuals, weakness of creatures and what dark is possible of.

You're not naive and you now know that you have to be careful with your new magic or else you might end up dead or some other worse destiny similar to what legends and story depict.

You also have an advantage in religion, history survival and persuasion when dealing with the dark, obscure, and macabre.

You also have proficiency with medicine, alchemist kit, poisoners kit.

You are fluent in deep speech, abyssal, infernal, and undercommon.

Stabilized

You have managed to not only control your powers, but you have also reached the ability to harness into a deeper level after accepting that you no longer are the same and nothing will change that and you have to make piece with the process you underwent.

Natural Chaos

You have become great and causing confusion, but you realized that sometimes it can be too obvious, so you decide to perfect yourself in a different thing that you are quite used to, which is of course o mess with one mind causing paranoia, panic, fear, and unease.

*You can cause Illusions indistinguishable even for rose with true sight. You can make a fake eclipse, fake blood moons and fake super moons.

*You can cause any body of water to turn temporarily into thick viscous blood (4 hours or until it stops raining)

*You can cause a 100 ft sensory effect centered in you that causes any non-ally to become paranoid (10 minutes)

You can only do these things once per long rest and the effects vary by type.

Once every other day during night hours you can choose up to 4 individuals of your choice to have nightmares that will cause them to either wake up screaming, pee themselves, wake up with shortness of breath, or be afraid to sleep and have the same nightmares again.

 

Path of Energy

You have now gained immunity to the energy type and also have managed to learn to absorb and canalize it to your advantage.

Whenever you kill a creature with the same type of energy, you can choose to do one of the effects below:

You gain temporary hit points equal to 1/10 of the creature max hp.

You canalize the energy and shoot it in a pulse wave equal to 1/5 of the creature's max hit points.

Path of Runes

Any Unarmed attacks whether its a punch, kick, elbow or headbutt now count as magical due to your body having many magic runes

Due to your rune training, the runes allow you to sense when you are in the presence of another rune bearer.

Your have bond has become strong enough for your the runes to become jealous to the point of not allowing any deities, demons, elementals, eldritch beings, fey who desires enter your body (possession) or using you for their nefarious reason while double-crossing you. ( backstabbing) 

Shadow Traveler

You can walk through shadows using your regular movement speed.

 

Goon no More

You've shown that you are a worthy member and you possess a pair to do what needs to be done.

Within your organization your power is notable, you have people running errands for you and maybe even have higher ranks.

Whether its a captain, regional boss, high table council, some secret other within the secret other you know things, and people see you with fear, admiration, and envy.

You're not a first-timer and you surrounded by a world that filled with liers and deceivers, so you learned how to tell when someone is not being completely honest. 

Path of Energy

You have so much control over energy that you don't have a limited amount of spells to be cast, due to be draining energy 24/7 you don’t get exhausted and are not limited by magical limitations. You can only be exhausted or run out of spells if you are in a place that blocks magic itself.

Path of Pain

Shadows: you can turn any shadow sidekick into a shadow horror.

Zombies: you can as an action send you zombie back to its realm and order a wight to take its place, if you use both zombies and send them both back you can summon a death knight to fight as your sidekick  

Ghost: you can as an action send your ghost back to its plane and summon either a specter or banshee in its place, if you send both ghosts back you can summon a Wraith to fight as you sidekick.

You can make turn any creature that dies next to you, into a zombie version of the original creature with half the max hp and that will fight against all creatures violent towards you, with may include an ally who hates you or a traitor in disguise.

 

Chaos magic

You are an instrument of chaos and people are well aware of it.

People pay you to not cause come into their cities and pay even more to go to cities which they don’t like.

Any summoning that happens around you can go immensely wrong one way try to summon stead and end up with a giant, astral dragon or even an archfiend.

Any spells that are cast within 30 ft of you are made with disadvantage, weapons imbued with magical elements can accidentally switch elements mid-swing. laws of physics go array causing people to accidentally go flying to sky, the metal starts becoming gas or liquid out of nowhere, rain stop mid-air and form a lake and other weird bizarre nonsense things that people wouldn’t imagine happening in a thousand years.

This magic is way more unstable than wild magic and has very few benefits like people will try to not disturb you, magic rarely hits you, your life will never become monotonous, you get paid for not doing anything.

Don’t get me wrong chaos mages are able to control the chaos around them they just usually opt to not do it unless they want to settle down or go incognito.

If you want to cause a shit-show it doesn’t get better than chaos magic.

Path of Runes

The runes are abe to protect you from all creatures and beings that may try to manipulate your mind, curse you, possess you, you can’t be blinded, deafened, paralyzed, grappled, exhausted and you can only be restrained by shackles and chains with runes to negate magic.

You are immune to slashing, piercing, necrotic, poison, and acid damage.

When you doing strength, constitution related abilities you take the number you roll+ modifier and then double the number.

Unarmed attacks deal an extra d12

 

We Summon the Darkness

You can summon a dark envoy to come forth and fight as your sidekick, you can pick two of any of the dark creatures.

Once summoned they can only disappear if killed, banished or you sumon another to take its place, you can only summon two each time and you can only perform this dark summoning one time per day.

 

Previous Versions

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