Sorcerer Origin - Chaotic Magic

by Soulless

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Chaotic Magic

To say that your magic is wrong is both correct and incorrect. Your magic is strange, strong, and difficult to control. Whether from an incident with a Lich, Beholder, or other powerful monster that warped your magic, or perhaps you were a part of an experiment conducted by a mad wizard. Perhaps you were once a perfectly normal person before something happened that gave you your magic. No matter how you gained it or what happened to it, your magic is now extremely unruly and chaotic. Though, even with this, you still have some measure of control over this new volatile magic.

At your option, you can pick from or roll on the Chaotic Magic Quirks table to create a quirk for your character.

d6 Chaotic Magic Quirks
1 Your eyes randomly change color.
2 You tend to rattle on about nonsensical topics at random times.
3 Your words will occasionally come out like garbled static.
4 Visible glowing cracks appear on your skin whenever you cast certain spells.
5 You don’t have discernible pulse, though a rapid vibration can be felt at the normal pulse spots.
6 Small objects tend to randomly turn to dust in your hands.

Caged Chaos

Starting at 1st level, you have learned how to harness chaotic forces of magic for a short while.

Whenever you are targeted by a spell or effect that deals cold, fire, force, lightning, thunder, or radiant damage, you can use your reaction to halve the damage and gain 1 Inert Chaos Mote. You can have a maximum number of Inert Chaos Motes equal to half of your Sorcerer level, rounded down. Whenever you cast a spell that deals cold, fire, force, lightning, thunder, or radiant damage, you can use a bonus action to consume 1 Inert Chaos Mote to reroll any amount of the damage dice, but you must keep the new rolls. The number of Inert Chaos Motes you have resets to 0 at the end of a long rest.

Essence of Chaos

Also at 1st level, your grasp on your magic fluctuates constantly, causing it to go haywire at times.

Whenever you cast a spell that deals cold, fire, force, lightning, thunder, or radiant damage, roll a d20. On an even result, roll a d6 to determine the spells new damage type from the list above. On an odd result, roll for an effect on the Chaotic Effects chart below.

d10 Chaotic Effects
1 The spell rebounds, causing it to change targets. If the spell requires an attack roll, you become the target of the spell and are subject to all of its effects. If the spell affects an area, the spell is centered on you and you become subject to all of the spells effects.
2 The spell fizzles at the last moment, causing it to greatly diminish in power. The spell deals half damage.
3 The power of your spell momentarily displaces the air around its effect, forming an area of silence in the area it affects. If the spell requires an attack roll, the silence encompasses a 10 foot circle around the target. If the spell affects an area, the area of silence expands 5 feet beyond the area affected by the spell. Spells that require a verbal casted in this area of silence automatically fail and creatures in the area of silence are immune to thunder damage. This silence lasts until the end of your next turn.
4 The force of your spell causes a surge of air, creating a thunderous boom that can be heard from up to 600 feet away.
5 A feedback loop occurs during the casting of the spell. You and all creatures affected by the spell must make a Constitution saving throw against your spell save DC or be deafened until the end of their next turn.
6 The spell has a dampening effect on it, lessening the abilities of those affected by it to resist it. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
7 The spell reacts violently with the elements around it causing a bright flash of light. You and all creatures affected by it must make a Constitution saving throw against your spell save DC or be blinded until the end of their next turn.
8 The spell gives you an unexpected boost of adrenaline. Spells that normally cost an action to cast can be casted using your bonus action for 1 minute.
9 The strength of your spell redoubles, causing its effect to become monumental. All damage the spell deals is automatically doubled.
10 The force of your spell becomes honed and heightened, increasing its effectiveness. Damage dealt by the spell ignores resistance.

Chaotic Expulsion

Starting at 6th level, you have learned how to take chaotic magic and use it to your advantage.

Whenever you cast a spell that deals cold, fire, force, lightning, thunder, or radiant damage, you can use a bonus action to consume a number Inert Chaos Motes equal to your Charisma modifier to instead increase the damage of the spell, allowing you to roll an additional damage die for each Mote consumed.

Additionally, at the end of each long rest, you can spend 2 sorcery points and choose cold, fire, force, lightning, thunder, or radiant damage. You gain resistance to that damage type until the end of your next long rest.

Veiled Steps

Starting at 14th level, the power of your chaotic magic affects more than just your magic.

Whenever you move, you can choose to use your bonus action to teleport 1 foot for every 1 foot of normal movement causing you to flicker in and out of reality. While moving this way, all attacks of opportunity against you are made at disadvantage. This effect ends at the end of your next turn and can only be activated a number of times equal to your Charisma modifier per long rest.

Infinite Chaos

Starting at 18th level, the amount of magical chaos you can produce is both astounding and devastating.

As an action, you can spend 8 sorcery points to immediately gain a number of Inert Chaos Motes up to your maximum capacity. As a bonus action, you can immediately consume a number of Inert Chaos Motes equal to your maximum to assume a form of pure chaotic magic. While you are in this form you gain resistance to all damage dealt by spells and spell effects, you automatically gain 1 Inert Chaos Mote at the beginning of your turns, and your movement speed is doubled.

Also, whenever you cast a spell that deals cold, fire, force, lightning, thunder, or radiant damage, you can choose what the damage swaps to or the effect that occurs from the Chaotic Effects chart instead of rolling. These effects last for 1 minute and this ability can only be used once per long rest.

 

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