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# Sorcerous Origin: Experimental Magic ## Experimental Origins: You were one of many test subjects of a king's laboratories, or a clandestine group of arcane practitioners attempting to recreate wild magic and its manifestations in the world on a more controlled way. Although they were not able to replicate it before either abandoning the investigation or being brought down by authorities, you were left with the scars and aftermath of the experimentation done on you. Such experiments were meant to turn you into a weapon to be used during times of war, and have not only caused mental strain on you but also strange effects. ### Experimental Effects: You were subject to experimentation that intended to make you an unpredictable hazard when in combat. As a result, when you are threatened or engage in violence, one of the effects that were attempted to be replicated manifests on you. Starting at 1st level, the first time you cast a 1st level or higher level spell after rolling initiative, your experimental nature creates one of the following effects (roll a d10 to determine), all effects finish at the end of your fifth turn: #### Experimental Effects Table | d10 | Effect | |:---:|:--------| | 1 | all your damage rolls are treated as having rolled its minimum possible. | | 2 | you become immune to the following conditions: blinded, charmed, deafened, frightened, paralyzed and stunned. | | 3 | you behave as if under the Blink spell, but cannot dismiss it. | | 4 | you gain resistance to one damage type of your choice.| | 5 | Each time you are the target of a healing spell or healing item, treat them as having rolled their minimum result. | | 6 | Each time you are the target of a healing spell or healing item, treat them as having rolled their maximum result. | | 7 | you gain fly speed equal to your walking speed. | | 8 | you gain one point of exhaustion, up to 5.| | 9 | all your damage rolls are treated as having rolled its maximum possible. | | 10 | roll again. | Each effect may only occur once per day. If the rolled effect has already occurred the same day, roll again. \columnbreak ##### Controling your Effects When you reach certain sorcerer levels, the spell level which activates your Experimental Effects increase, giving you more control. | Sorcerer Level | Spell Level | |:---:|:-----------:| | Level 1 Sorcerer | 1st Level | | Level 6 Sorcerer | 2nd Level | | Level 14 Sorcerer | 3rd Level | | Level 18 Sorcerer | 4th Level | ### Experimental Burst: When you reach 6th level, you've learned to channel your surges of experimental magic out of your body and unto others. As a reaction, when you roll for an effect of your experimental effects table, you can choose a creature within 30 ft. of you that you can see. The chosen creature also gains the effect rolled. (You can choose to use this feature after learning the effect of your roll). ### Experimental Expertise: When you reach 14th level, the amount of times you have gone through your experimental magic has made you resilient and more aware to its effects. You gain resistance to psychic damage. Additionally, when you or another creature within 30 ft. are under the effect of one of your rolled Experimental Effects, you can use your bonus action and expend a number of Sorcery Points (up to 5) to make the effect last one additional turn per expended Sorcery Point. You can only use this feature once per short rest. ### Controlled Surge: When you reach 18th level, you have gained a level of control over your magic surges and are able to use them to your advantage. Each time you finish a short or long rest, you can expend a spell slot and choose a number of creatures equal to the level of the expended slot. Each selected creature gains any one of the following effects. The selected effect lasts until your next short or long rest.
All your damage rolls are treated as having rolled its maximum possible.
Each time you are the target of a healing spell or healing item, treat them as having rolled their maximum result.
You gain a fly speed equal to your walking speed.
You gain resistance to one type of damage of your choice.
You become immune to the following conditions: blinded, charmed, deafened, frightened, paralyzed and stunned.