Sorcerer
Base Class: Sorcerer

A Sorcerer who's abilities spawn from terrible reactions to dangerous materials or other environmental attributes.

Additional Spell List

You gain spells known as you gain levels. These don’t count against your spells known.

In addition, whenever you gain a level, you can replace a spell from this feature with another from the same level. Those spells can be any necromancy or evocation spell from the sorcerer, warlock, or wizard lists.

Sorcerer Level Spells
1st  Absorb Elements, Ray of Sickness
3rd Ray of Enfeeblement, Melf's Acid Arrow 
5th Protection From Energy, Pulse Wave 
7th Blight, Vitriolic Sphere 
9th Contagion, Negative Energy Flood 

 

Unstable Body

Your body is an unstable cauldron for immense power. As a bonus action you can release energy being held within and enter the Unstable Body state. Upon entering this state you take damage equal to your Sorcerer level and gain the following benefits for one minute.

  • Your body glows a bright green coloration, for the duration of the ability you shine bright light up to 10ft and dim light for an additional 10ft
  • You deal an extra 1d6 Necrotic damage on spell attacks
  • As a reaction you may choose a creature up to 30ft away, the creature makes a Constitution saving throw (DC= Spell Save DC), the creature becomes blinded on a failed save until the end of your next turn.
  • Life around you suffers from the effects of your instability, all creatures that end their turn within 5ft of you take damage equal to your proficiency bonus.

Ionized

Starting at 6th level, you gain resistance to Necrotic damage and you gain the ability to melt the bodies of those around you. As an action you can spend Sorcery points to expand the radiation within your body to affect those around you. Each creature of your choosing within a 30ft sphere, centered on yourself, must make a constitution saving throw (DC=Spell Save DC) or have their speed halved and take damage (Necrotic) equal to your sorcery points (maximum 10) spent in D6's. 

Damage Increases to D8's at 14th level.

 

Half-Life

Starting at 14th level, you gain more control over your Unstable Body feature. Whilst in your Unstable Body  form you gain the following benefits and you also no longer lose health upon entering this state. 

  • You gain the ability to launch radiation at your enemies. Make a spell attack against an enemy and on a hit deal 2d8+Spell Attack Modifier 
  • You gain resistance to Thunder damage
  • All creatures making a melee attack against you have disadvantage due to your body emitting so much energy
  • You can spend 2 Sorcery Points to regain 2x your sorcerer level in hitpoints. This can be done once per use of the Unstable Body  feature.
  • When casting a spell of 1st level or higher you can add your Charisma Modifier to your damage rolls

Atomic Manipulation

Starting at 18th level, you gain resistance to force damage and also gain the ability to rapidly disperse your energy as to destroy the environment around you.  As an action a cloud of radiation pours out of your skin causing massive damage. All enemies within a 100ft radius centered on yourself must make a Dexterity saving throw (DC=Spell Save DC) or take 5d10 Necrotic Damage. They must also make a Constitution saving throw (DC=Spell Save DC) or be blinded and have their speed halved for 1 minute. This drains the user of their energy and they suffer a level of exhaustion and lose concentration on all spells they had active. This can be done once per short or long rest. 

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