Base Class: Sorcerer
Extraordinary, Primitive, Unrefined, or even an Abomination. All terms that may refer to the magical energy welling within your body. Either a gift or a curse, your magic is brimming with life and almost seems to yearn to be used by you at every possible chance. For you spell casting has never been a problem, it's controlling the spells that has led you to countless hours of practice and refinement so as to not have your spells blow up in your face, quite literally in some circumstances. Regardless of what other casters may say to you, you've learned of the frighteningly powerful force that can come from this magic, either through the splintered target dummies or by the time you've spent recovering from a spells misfire. Will you refine this magic to reap the destructive powers and show up the others who mocked you, impress them, or seek revenge? Perhaps you wish to embrace the volatile and chaotic aspects of your magic to sow destruction across the battlefield in a loud display of raw power? Maybe you simply wish to learn to control your magic so that you may live a peaceful life?
Optional Feature: Gunpowder Kinship
- Your sorcerer gains proficiency in firearms and may use them as a spell focus. This may be due to the gunpowder present in the gun, or through engraved runes and glyphs carved or painted onto the wood and/or metal of the firearm.
- Additionally you have proficiency with alchemist supplies whenever you are attempting to make an explosive mixture.
*The Dungeon Master's discretion is required for this subclass feature, as the campaign may not support firearms and gunpowder or may not yet be widely available to the masses. They may allow either of these features, neither of them, or may allow this feature in it's entirety.
Magical Combustion
Starting at 1st level, you may infuse your volatile magic directly into your elemental spells to cause them to detonate upon colliding with it's target or targets. This may result in a loud boom from a fireball, the shattering of ice from cone of cold, or the violent bubbling of a caustic brew, often a spell imbued with your magic will be louder and far more notable than a mundane casting of the spell.
- Whenever you roll damage for a spell you cast that deals; Acid, Cold, Fire, Lightning, Poison, or Thunder, you may roll any number of the dice as force damage instead, so long as one dice is still rolled as the original damage type.
- Whenever you cast a spell that does only force damage, treat any 1s rolled on the damage dice as 2s instead.
Volatile Metamagic
Starting at 3rd level you've learned to do more than just fuel your spells with your volatile magic, instead shaping the spells with the magic itself, altering how they interact with the weave and their targets. This grants you additional metamagic choices that you may pick when choosing your metamagic options.
Metamagic option: Concentrated Spell
When you cast an Area of Effect spell that would result in force damage, you may spend 2 sorcery points to change the spell into a single target spell. The range of the spell becomes the original range + radius of the AoE. Any saves imposed by the spell are made at disadvantage for the target. When rolling damage, treat the spell as if it had been upcast two levels, if the spell is originally a 9th level spell, roll 2 extra damage dice.
Metamagic option: Reckless Spell
When you cast a single target spell that will result in force damage, you may spend up to 3 sorcery points to change the spell into a spherical Area of Effect spell. The radius of the spell is determined by the sorcery points spent, gaining 5 ft radius for each point used, up to a maximum of 15 ft. If the spell requires a save, all targets in the Area of Effect must also make the save with the initial target having disadvantage on the save. If the spell has any effects other than damage, these effects are only applied to the initial target.
Metamagic option: Shaped Spell
Whenever you deal force damage to a target with a spell, you may spend 1 sorcery point to impose a Strength saving throw on the target against your spell save DC. If the spell was a single target spell the creature has disadvantage on the save. If the creature is of size Huge or larger they automatically pass the save and suffer no additional effects. On a failed save, the target is pushed back 5 ft from you or the center of the spell and knocked prone. You may use this metamagic option only once per round.
Controlled Countermeasures
Starting at 6th level you've gained a better understanding of how the magic inside of you works, and how to manipulated it outside of just casting spells. Through careful manipulation you can gain a slight boost or push when needing to avoid or redirect potential sources of harm to you. This might be a small and harmless force of energy from the palm of your hand or the soles of your feet. It may come from an energized shout. The end result though is forceful energy giving you a slight boost to avoid harm or bolster your stance.
- When you make a Strength or Dexterity saving throw, you can use your reaction to add your Charisma modifier to the roll. This can be done after you roll, but before you know if you passed or failed the save. You may use this ability a number of times equal to your proficiency bonus and regain all uses after a long rest.
Tempered Body and Soul
Starting at 6th level you are better prepared to deal with the effects of your magic as well as similar magic cast by others. You gain resistance to force damage and should one of your own spells cause you to make a saving throw, you have advantage to the roll. You do not gain this advantage if the spell is redirected back towards you by a magical effect, innate ability, or the use of an item.
Unstable Elemental
Starting at 14th level, you've gained the ability to call upon the forces of the elements in a new, though dangerous way. While not as stable as a true, pure elemental, they mirror the explosive magic within your body. Other magic users able to use a similar spell may see yours as crude and more akin to an abomination than a correctly conjured creation.
- You learn the Conjure Elemental spell and may cast it by using the appropriate spell slot. For you the spell has a casting time of one action and you may summon an elemental as described in the spell, though it will have the variant 'Unstable', such as 'Unstable Earth Elemental'. You may not cast Conjure elemental as per normally stated in the spell unless granted by another class, feature, or feat.
- An unstable elemental takes 1d10 force damage at the end of it's turn. Any creatures within 5 ft takes the same force damage. While not in initiative order, the elemental takes 10 force damage every minute.
- When the elemental is reduced to 0 hit points, or if the elemental should remain for the duration of the spell, it erupts into a death burst, dealing force damage to all creatures within 10 ft of it. The damage is a number of d6 dice, where the number of dice rolled is equal to the CR of the elemental. (minimum of 1 dice)
- An unstable elemental takes 1d10 force damage at the end of it's turn. Any creatures within 5 ft takes the same force damage. While not in initiative order, the elemental takes 10 force damage every minute.
(The feature: Magical Combustion does not apply to force damage dice rolled for this spell)
Death Burst
Starting at 14th level, when you are on death's door, you may opt to go out in an explosion as opposed to a potential sizzle. When you are reduced to 0 hitpoints and knocked unconscious you may activate this feature to deal damage to all creatures within 5 ft. Creatures take force damage equal to your sorcerer level and are knocked 5 ft away from you so long as they are not of size Huge or larger. You may only use this feature once before needing to take a long rest to use it again.
True Magical Combustion
Starting at 18th level, you've fine tuned the unique magic within yourself to extraordinary results, perhaps even tamed it to your will. Choose one of three options as a show of this control.
Chain Reaction
Starting at 18th level you can impose the volatile magic in it's purest form into your spells. When a creature is defeated by such a spell, it causes the creature to explode in a magical burst of force not unlike a death burst. When you reduce a creature to 0 hit points or outright kill a creature, you may spend 2 sorcery points to cause a magical detonation from it's magic. All creatures within a 10 ft sphere centered on the creature takes force damage equal to half your sorcerer level. If the sole damage type that triggered this effect is force, the explosive damage is equal to your sorcerer level instead. If the creature is required to make death saving throws, the explosion results in one automatic failure.
- Should another creature be reduced to 0 hitpoints from the initial detonation, you may repeat this process, once more consuming 2 sorcery points and dealing your sorcerer level as force damage to all creatures within 10 ft. This can continue so long as sorcery points are available and a creature is killed or reduced to 0 hit points. A creature who has already been the target of this feature can not be targeted again within the next 24 hours.
- When you use the 'Magical Combustion' feature, you may now roll all dice as force damage, ignoring the requirement of at least one damage dice remaining the original damage type.
Feedback
Starting at 18th level when you cast a damaging spell you can tether the spell's magic to the targets of the spell, feeding off their magic to fuel your own spell. When you cast a spell that will result in damage, you may use one or both of these features.
- If the spell requires a saving throw, you may spend 2 sorcery points to force the target to first make either a Strength or Charisma saving throw, your choice, against your spell save DC. If they fail this save, they automatically fail the save for the spell, if they pass they are still required to make the spell save. If the spell is an AoE spell, you may impose the same save on additional targets at 1 sorcery point per additional target.
- When rolling damage for a spell, you may spend sorcery points to roll additional damage dice. Each sorcery point allows you to roll one additional damage die against a specific target. If you spend multiple points, the additional damage may go to multiple targets if the spell is Area of Effect. Additional damage is force damage, and is reduced if a saving throw would allow the target to less damage.
If you use either feature, deal additional force damage to all spell targets, for each force damage die rolled, deal 1 damage. This damage is only reduced if the target is resistant or immune to force damage.
Overwhelming Force
Starting at 18th level you can interweave your magic into any spell that you can cast. You may use the 'Magical Combustion' feature with any damaging spell, regardless of the original damage type. Your force damage also hits far harder than normal spells, creatures who are immune to force damage still take damage from your force spells as if they were only resistant to the effects, and those resistant find the spells hitting harder than they should. Alongside this ability to empower your offense, you've also hardened your defenses, granting you immunity to force damage. You also gain the use of the following metamagic option, it does not count towards your metamagic limit.
- When casting a spell that would deal force damage you may spend 3 sorcery points to force the target to make a Constitution saving throw against your spell save DC. If the target is immune or resistant to force damage, they automatically pass the save*. If a target fails the save, they are treated as having vulnerability to force damage when calculating damage from the spell. If the triggering spell is an Area of Effect spell, you may spend an additional 3 sorcery points for each target that you wish to also make this save.
*The 'Overwhelming Force' feature is not taken into account when determining immunity and resistance for the save.
Previous Versions
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