Sorcerous Origins
The Light Bender
You have gained power from the very element of light. A bright light shines in your soul that cannot be contained. Creating images from light has always come to you as easy as breathing. Where this power came from, no one can be quite sure. Perhaps it is blood that evolved from diluted Celestial origins? Or maybe a spirit of pure light blessed one of your ancestors?
Misdirection
Starting at 1st level, if a creature would hit you with an attack, you may use your Reaction to make that creature roll to hit you again, this time with disadvantage to hit. If the creature misses you with this new attack, the attack passes through an illusionary clone of you as you side step the blow. Once you successfully avoid an attack this way, you may not use this feature again until you finish a long rest.
Child of Illusion
Starting at 1st Level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different Sorcerer cantrip of your choice. This cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
When you reach 3rd level in this class, you learn the mirror image spell, which doesnt count against your number of Sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can expend more points, up to your Charisma modifier, to create additional clones as part of the spell. The chance to hit you decreases with the number of clones accordingly.
Malleable Light
Starting at 6th level, when you create an illusion that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the normal parameters for that hologram), provided that you can see the illusion.
Master of Light
Starting at 14th level, you may maintain concentration on up to two spells at once so long a they are both illusion spells. You must roll to maintain concentration for both spells separately but if either fails, the other spell fails too. Once you've used this feature, you gain a point of exhaustion and it may not be used again until after you have completed a long rest.
Internal Spark
Starting at 18th level, whenever you cast an Illusion spell of any level that requires concentration, you may choose to cast it without concentration instead. The chosen spell continues without being maintained until you choose to end it or until its maximum duration is reached. You cannot extend the duration past the spell's base duration if you wish to use this feature. Once you've used this feature, it may not be used again until you have completed a long rest.
Art by Willian Murai
Soul of Entropy
Your blood carries the very energy of the universe inside it. The wasted energy of the universe is power that you can wield. You can project this power to destroy your foes or even change the nature of energy transfer. No one knows how you were born out of the natural cycle of Entropy. Maybe the universe decided you need to exist? Maybe you are the experiment of great arcane mind?
Focus
Starting at 1st level, you begin your journey to master a specific focus of Entropy. You study this particular aspect of energy and seek to unlock all of its power. Choose one Focus. The Focus you choose now will determine the effects of features you gain later. You may also change your focus at 6th, 14th, and 18th level.
- Heat - Fire
- Light - Radiant
- Radiation - Necrotic
Ignition
Starting at 1st level, your Focus allows you to magnify the power of your magic. When you deal damage with a cantrip of the type associated with your Focus, the target of that spell must make a Constitution saving throw versus your spell DC. On a fail, they are Burned. A creature that is Burned takes damage equal to your Charisma Modifier at the end of their turn and makes another Constitution saving throw. On a success, the target is no longer Burned.
Focused Energy
Starting at 6th level, when you cast a spell that deals damage of the type associated with your focus, you can add your Charisma modifier to one damage roll of that spell.
In addition, your Ignition feature gains an extra benefit. If your target of Ignition fails its saving throw by 5 or more, another status condition is applied to it based on your Focus:
- Heat - The target is Frightened of you while it is Burned.
- Light - The target is Blinded while it is Burned.
- Radiation - The target is Weakened while it is Burned. (Weakened means the target cannot take reactions and their speed is halved)
Burn Blast
Starting at 14th level, you have learned to affect multiple targets with your Ignite feature. Choose a point you can see within 60 feet. Each creature within a 20-foot-raidus of that point must make Constitution saving throw. On a success, each creature is Burned for up to 1 minute. On a failure, each creature is Burned and also takes another condition based on your Focus. At the end of each creatures turn, they may make another Constitution saving throw against your Spell DC. On a success, the effect or effects end. Once you use this feature, you cannot use it again until after you have completed a short or long rest.
The secondary condition that creatures who fails the initial save take is shown below:
- Heat - Each target is also Frightened for the duration or until it saves.
- Light - Each target is also Blinded for the duration or until it saves.
- Radiation - Each target is also Weakened for the duration or until it saves.
Overheat
Starting at 18th level, you have learned to collect the excess heat that would normally be lost due to Entropy. Whenever you cast a spell that requires a spell slot and deals damage, you may place 1 die in your Overheat Pool of the size that the spell would deal. The dice remain in the Overheat Pool until after you finish a long rest. You may safely have up to 4 dice in your Overheat pool. If you add any more dice to your Overheat Pool beyond 4, roll a d20 with a DC of (8+Number of current Dice in your Overheat Pool). On a success, add the die to the pool normally. On a failure, take a d6 of fire damage for every die in the pool, and remove all the dice from your Overheat Pool.
When you deal damage with a spell, you may roll all of the dice in your Overheat Pool. Add these up and add them to the normal damage of that spell. If the spell targets 2 or more creatures, add half of the damage rolled. Once you choose to use this feature, you may not add any more dice to your Overheat Pool until after you finish a long rest.
Art by Yongjae Choi