Sorcerer
Base Class: Sorcerer

The windswept depths of Pandemonium are somewhere no living being should ever have to experience, as the howling storm between Limbo and the Abyss can drive you mad. It is laughable fate, then, that you, or someone from your lineage, now hold part of the chaotic storm that can destroy all it touches inscribed within your soul. Perhaps you were exposed to an artifact imbued with the entropic energy, or your ancestor had once entered the plane and never remained the same coming out. Regardless of the reason, you've been imbued with magic from the most incomprehensible force known to even the gods.

Curses of Entropy

The powers of chaos can seem dangerous and alien to others, but for others it is an unspeakably beautiful art that will constantly proceed at the expense of the universe. Biologically speaking, you're not equipped to handle this type of energy without side effects - you can pick from or roll on the Curses of Entropy table to create a way your connection to the plane manifests while you are casting a spell.

Curses of Entropy
D6 CURSE
1 Every complicated mechanism you touch seems to stop functioning, the more complex the greater the effect - you'll be a great lockpick, but never try and use a bow.
2 Anyone who looks in your eyes will feel somewhat unsettled by your presence - inexplicably so, to the point where it may be hard to form close relationships.
3 Your magic isn't very easy on your body - if you end up using too much magic, your nose will bleed and your skin will get much colder until you take a short rest.
4 You are the opposite of a natural-born leader, people are simply not going to take orders from you - and if they do it's only out of necessity.
5 Your spellcasting focus has a 5% chance of being destroyed every time you use a sorcery point. If you are the focus, then you will feel sharp pains whenever you use your sorcery points - but receive no damage.
6 You are often compelled to say the most nonsensical things at the worst times. It's rarely as funny as you think it should be.
Curse of Consumption

Your spellcasting focus has a 5% chance of being destroyed every time you use a sorcery point. If you are the focus, then you will feel sharp pains whenever you use your sorcery points - but receive no damage.

Curse of Dysfunction

Every complicated mechanism you touch seems to stop functioning, the more complex the greater the effect - you'll be a great lockpick, but never try and use a crossbow.

Curse of Fragility

Your magic isn't very easy on your body - if you end up using too much magic, your nose will bleed and your skin will get much colder until you take a short rest.

Curse of Impressions

Anyone who looks in your eyes will feel somewhat unsettled by your presence - inexplicably so, to the point where it may be hard to form close relationships.

Curse of Recognition

You are the opposite of a natural-born leader, people are simply not going to take orders from you - and if they do it's only out of necessity.

Curse of Utterance

You are often compelled to say the most nonsensical things at the worst times. It's rarely as funny as you think it should be.

Discordant Magic

1st-level Entropic Soul feature

Your magic is really quite destructive, no matter the power of the spell. This entropic power is represented by your Entropic dice, which are a pool of d6s that you may add to any damage roll inflicted by your spell. The number of dice in the pool equals 1 + your sorcerer level. 

Whenever you inflict damage on a creature through a spell of 1st level or higher, you may spend the dice to boost the damage of your spell. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

 

 

Shattering Magic

6th-level Entropic Soul feature

Your magic takes on a ruinous presence, the manipulations of the weave from your very soul becoming antithetical to matter itself. You can now expend your sorcery points to harness this force - to your own risk.

Shatterbomb Spell. As a bonus action, you can spend 3 sorcery points to up the destructive power of your spells to unparalleled levels. When your spell hits an object, it will automatically be a critical hit unless that object is made out of Adamantium. This magic does not affect living creatures with the exception of constructs.

Discordant Burn. As a bonus action, you can spend 3 sorcery points to make the impacts of your magic more lasting. When such a spell is cast in a way, you can roll a d4, and subtract that number from any targets afflicted by the spell until the end of your next turn.

Arcane Fission. As a bonus action, you can spend your sorcery points in order to restore your discordant magic pool - for every sorcery point spent, you may add one d6 back to your pool of damage.

Mark of Ruination

14th-level Entropic Soul feature

Damage inflicted by your spells cannot be restored on a critical hit until you take a long rest.

Soul of Annihilation

18th-level Entropic Soul feature

As an action, you become a gateway to the maddening storm of the Outer Plane. Your magic will create a disharmonic wind that swirls around you in a 30-foot cube, sowing instability into the weave and the fabric of reality itself. 

  • You may deal up to 100 hit points of damage, divided as you choose among any number of creatures in the cube.
  • Any objects entirely within the cube are fractured and become fragile.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest.

Previous Versions

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