Sorcerer
Base Class: Sorcerer

A Chaos Magic Sorcerer gets their power from the Weave itself, tapping into the primal chaos that binds the multiverse together. Perhaps you have endured exposure to some form of raw magic, or you were blessed or cursed by some otherworldly being. Some Chaos Magic sorcerers exist by pure happenstance, their existence being a completely coincidental crease in the Weave. However you came to be, your very existence can bend the fabric of the Weave to a breaking point.

Chaos Spells

You learn additional spells when you reach certain levels in this class, as shown on the Chaos Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count  against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer, warlock, or wizard spell list.

Chaos Spells

 

SORCERER LEVEL SPELLS
1st chaos bolt, detect magic
3rd misty step, scorching ray
5th fireball, hunger of hadar
7th summon elemental, wall of fire
9th cone of cold, far step

In addition, consult the Manifestation of Chaos table and choose or randomly determine a way your connection to the Weave manifests while you are casting any of your Sorcerer spells.

Manifestations of Chaos
D6 MANIFESTATION
1 The space around you seems to bend and flex.
2 A swirling rainbow can be seen in your eyes.
3 Your skin glows in a variety of colors.
4 The area around you seems to almost pulse with power, like standing next to a subwoofer.
5 Your form sometimes seems to be doing two things at the same time.
6 The energy of elemental spells seems to shift and change between the elements while you cast it.

 

Weave Fracture

Starting at 1st level, you become a ticking time bomb. Whenever you bend the boundaries of magic, you are at risk of breaking them altogether, resulting in a small-scale cosmic event known as a Weave Fracture. You track a Weave Fracture DC, which starts at 5. Whenever another Chaos Magic feature says so, add to your Weave Fracture DC. Then after you've added to the DC, roll percentile dice. When the number you roll is equal to or lower than your DC, you explode in a vibrant rainbow of raw magical energy, which bursts and burns through your body. Make a Charisma saving throw against your own spell save DC. On a failed save, you take a number of d6's worth of force damage equal to your character level. You take half that damage on a successful save. Additionally, any creatures within 15 feet of you must make a Constitution saving throw or be blinded until the end of your next turn. 

Whenever a weave fracture happens, the fracture DC decreases by an amount equal to the damage you take, to a minimum of 5.

Chromatic Confluence

At 1st level, you can tap into the underlying primordial energies of the elements. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, choose one of the following effects.

  • If the target is resistant to the damage, you can choose to have the damage bypass any resistances that the target has to the element. When you do, add +2 to your Weave Fracture DC.
  • If the target isn't resistant, you can give the target vulnerability to the damage type. When you do, add +5 to your Weave Fracture DC

When you use this feature, you can't use it again until you finish a short rest. At 14th level, you can use this feature twice per short rest.

Chaos Siphon

At 6th level, you gain the ability to funnel the chaotic energies of the Weave directly into your own magical reserves. As an action, you can regain a number of sorcery points equal to up to half your level in this class, rounded up. When you do so, you add +1 to your Weave Fracture DC for each sorcery point gained. 

Alternatively, you can choose to spend any number of sorcery points to reduce your Weave Fracture DC by the same amount.

Once you have used this ability, you cannot use it again until you finish a long rest.

Overcharge

Starting at 6th level, your spells are directly fueled by the chaos of the Weave itself. Once per turn, whenever you roll damage on a spell, you can overcharge that spell. For every die that rolls its maximum value, you can roll an additional die of the same type and add it to the damage. You can choose to do so after you roll damage. Whenever you choose to overcharge a spell, you add +5 to your Weave DC. You can choose to overcharge a spell a number of times equal to your proficiency bonus, regaining all uses on a long rest. 

Controlled Chaos

At 14th level, you gain additional control over how far you can bend magic to your will. Once per long rest, you can use an action to spend six sorcery points and gain resistance against one of the following types of damage: cold, fire, lightning, thunder, acid. This benefit lasts until you finish a long rest.

Conduit of Entropy

Beginning at 18th level, your control over the inherent chaos of the Weave has reached its apex. You are resistant to Force damage. Additionally, when a Weave Fracture happens, you no longer roll a saving throw. Instead, you select one of the following options:

  • Let the Fracture happen as normally, but take half the damage. You can choose any number of creatures to be unaffected by the blinding effect.
  • Let the Fracture happen at a point of your choosing within 60 feet of you. You take full damage. All creatures of your choosing within a 40 feet radius sphere of the Fracture must make a Dexterity saving throw against your spell save DC. On a failed save, they take the force damage you take as well and are considered blinded. On a successful save, they take half damage and are not blinded.

 

 

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