Sorcerer: Paradox Origin

by Josephkhland

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Sorcerer: Paradox Origin

The blood of an illusion or that of a distorted past runs through your veins. That either implies that one of your ancestors has been erased from history, or that one of your Ancestors was an illusion. In simple terms, Paradox Sorcerers are pieces of creation that shouldn't exist. You are a miscalculation of the universe, whose whole existence no longer has any dependencies to the past.

Paradox Origin Features
Class Level Feature
1st Unstable Origin
6th Daily Strange Spell
14th Walking Mystery
18th Everpresent Nonexistance

Bonus Proficiencies

You gain proficiency in Deception Skill.

Unstable Origin

At 1st level, the universe tries to figure out your roots. Select Six feats and list them as your Potential Origins. Only one of these feats is true for this character at any given time. After you finish a long rest, roll a d6 and activate the feat rolled, all the other feats are inactive. Before making the above roll, you are allowed to switch one of the feats in the list for another.

Daily Strange Spell

Starting at 6th level, your strange powers give you access to Spells that don't belong in your list of Spells Known. Every time you finish a Long Rest, pick a Spell from any Spell List to make it your Daily Strange Spell. The Spell you choose must be of a level that you have spell slots for.

You can cast your Daily Strange Spell once, without expending a Spell Slot before needing to complete a Long rest. You can also cast your Daily Strange Spell using Spell Slots.

After selecting a Spell as your Daily Strange Spell, you can't pick it again for five days.

Walking Mystery

Starting at 14th level, Creatures with Truesight can see your illusory nature and divination magic reveals nothing about you. You cannot be non-willingly targeted by a divination spell.

In addition, you can choose a location that you have visited in the past and that's within 50 miles and use an action teleport to that location for 1 hour. After that hour passes, you are teleported back to the location where you were when you used this ability and you can't use this ability again until you finish a long rest.

You can't bring back anything with you, except from the items that you had when you first used this ability.

Everpresent Nonexistance

At 18th level, you are passively under the effect of Freedom of Movement. In addition, you get immunity to the effects of Time Stop, being able to normally act during your turns when someone else casts Time Stop. Finally, add Time Stop to your list of Spells Known.

While Time is stopped by someone other than you, then you have to make a Universe Retaliation Check whenever one of the actions you use during this period, or any effects that you create during this period, affects a creature that's trapped in time or an object being worn or carried by someone that's trapped in time.

Universe Retaliation

The universe always seeks for balance. As a Paradox Sorcerer, you are a source of chaos to the universe. You will occasionally feel this pressure on you as the universe is trying to figure out your place, tie you to your past, your fate or even erase you. When a class feature asks for a Universe Retaliation check, make a Charisma (Deception) Ability Check and compare the result with the table below.

Universe Retaliation Table

Result Retaliation Effect
10 or less You gain 1 Exhaustion Level You gain an indefinite Madness effect
11-12 You gain 1 Exhaustion Level and a Long-term Madness effect
13-14 You gain 1 Exhaustion Level and a Short-term Madness Effect
15-16 You gain 1 Exhaustion Level and Psychic Damage equal to your Level
16-17 You gain 1 Exhaustion Level
18-19 You lose your highest level Spell Slot
20-25 You lose your lowest level Spell Slot
26-30 You create a temporary Wild Magic Zone for a minute in a 10-foot radius sphere starting from you
31-35 You create a permanent Wild Magic Zone in a 10-foot radius sphere starting from you
36+ Take note of the location. If your character dies before your next Universe Retaliation Check, then he simply respawns here

If your DM doesn't want to bother about the randomness of the above table, it would be ideal to always use the following effect whenever the Universe Retaliation is called for:

Universe Retaliation (Simplified). You gain 1 Exhaustion Level and Psychic Damage equal to your Level.

Additional Spell Options

Corrupt Reality

3rd-level illusion


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 Minute

You turn an object or a surface within range into a static, incorporeal, floating illusion.

If you are targeting an object equipped by a creature then that creature has to make a Dexterity Saving Throw. By failing this throw, the item is affected and it remains in position like a hologram, with the creature losing benefits of that item.

If you are targeting a surface that one or more creatures stand upon, they all make a Dexterity Saving Throw. By failing this throw, they fall prone as they fall down in the incorporeal ground. The illusion cushions their drop so they don't receive falling damage from this, unless they fall to a point outside of the illusion space. By succeeding, they are pushed to a position of their choice adjacent to the illusion.

Magic items cannot be targeted by this spell, while the affected object or surface can't be bigger a 5-foot cube.

When the spell ends, the affected object or surface revert to its original form. If the object or surface ends up overlapping with a creature or another object when the effect ends, then they both take 1d10 Force Damage before getting separated.

At Higher Levels. When you cast this spell using a 4th level slot or higher, increase the maximum size of the object or surface by 5 feet per side of the cube shaped area, for each slot level above 3rd.

Pass without Consequence

7th-level illusion


  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S, M (An Amethyst worth at least 100 gold that is consumed upon casting)
  • Duration: 1 Hour.

You shroud yourself in an invisible illusory veil, that corrupts your appearance and your identity within the memories of the ones that see you throughout the duration of this spell. After the spell ends, the ones that have witnessed your actions throughout its duration, will not be able to see you in their memories or remember your name, however they will remember the words you've said to them and all the actions you were involved in.

A creature can use an action to make an Intelligence (Investigation) check against your Spell Save DC, if it spends some time to reflect on the events of that time. If it succeeds on the save, then it can see through the illusion. If it fails it can't repeat this check until the following day.

If a creature sees your or feels your presence in any way, after the duration of the spell has ended, then it automatically sees through the illusion that was planted in its memories.

At Higher Levels. When you cast this spell as an 8th Level Spell or higher, then creatures that feel your presence after the duration of the spell has ended, don't automatically see through the illusion that was planted in their memories.

Options for More Fun

The DM can allow the following options if he wants to allow for a more thematic approach to the Paradox Sorcerer class. They included in this optional part of the document, because they are either too unconventional compared to official subclass features, because they might give slightly more power to a Paradox Sorcerer, or they might end up introducing an unwanted degree of randomness into your game.

Paradox Casting

Starting at 1st Level, a Paradox Sorcerer can make a Universe Retaliation Check instead of using a Spell Slot in order to cast one of his Spells Known.

Stretch Reality

Starting at 1st level, you have the ability to corrupt the world around you with your unstable nature. When you do so, the universe will attempt to stabilize that change and furthermore stabilize you.

You can use this Feature at the end of another creature's turn in order to get a special action that you can use to Cast a spell with a Casting time of up to 1 Action. When you choose to use this feature, make a Universe Retaliation Check after casting your spell.

Spreading Corruption

At 6th Level you can consider allowing the following feature.

You can use a bonus action, targeting a creature adjacent to you and making a Universe Retaliation Check. That target takes Psychic Damage equal to 1d6 + your Sorcerer Level. In addition you can spend 6 Sorcery points to make the target semi-corporeal for a duration of 1 minute being able to walk through objects and creatures. It becomes resistant to Slashing, Piercing and Bludgeoning damage made with non-magical weapon for that duration. If it ends its turn within an object it takes 1d10 Force damage. When this effect is activated, the target has to make a Charisma Saving Throw against your Spellcasting DC. Upon failure, he receives a random Short-term Madness.

Checkpoint

At 14th Level, you can consider allowing the following feature.

If you have more than half your hit points, you can choose to use an action, in order to roll 1d6+ your constitution modifier, marking your current location and position as a Checkpoint. Your health becomes equal to the result of the roll you just made.

When you fail a death saving throw, considering you haven't benefited from the effects of long rest from the time you used Checkpoint, you can instead choose to reappear back to your Checkpoint. When you appear to your Checkpoint, your health is equal to 1d6+ your constitution modifier and you also make a Universe Retaliation Check.

More than one?

At 14th level, whenever you cast a spell that requires concentration, you instead use 2 Sorcery Points to create a copy of yourself. That copy maintains concentration instead of you. It has 1 HP and the rest of its game statistics are the same as yours.

If the copy is destroyed, you can keep maintaining concentration yourself, as long as you aren't already maintaining concentration on a different spell.

The Copy remains in place, unless you use a bonus action to move it up to your movement speed.

Legacy Features

This section simply includes features that had been previously considered for this subclass, but were removed.

Periods of Genius

At 1st level, you start being inexplicably good at an action you have never before practiced or you might even get access to knowledge you never expected that you had. Whenever you finish a short or long rest, pick a Feat. You gain access to that Feat, even if you don't meet its prerequisites, until you finish a short or long rest. After picking a Feat, you can't pick it again for the duration of a month or until you choose to suffer from the Oppression of the Universe.

Oppression of the Universe. Instead of picking a Feat when you finish a short or long rest, you can instead choose to suffer from the Oppression of the Universe. When you do so, you gain 1 Exhaustion Level and you have disadvantage against saving throws of spells that non-willingly teleport you, until you finish a short or long rest.

Previous Corrupt Reality Feature

You can use this feature as an Action to turn an object or a surface within 10 feet of you into a static illusion, floating in place. The item becomes incorporeal and if it was equipped by a creature, then that creature loses benefits of that item. A magic item remains unaffected by this effect. The affected object or surface can't be bigger a 5-foot cube. The item reverts back to its original form after 1 minute. If the object or surface ends up overlapping with a creature or another object when the effect ends, then they both take 1d10 Force Damage before getting separated.

The maximum size of the affected object or surface increase to a 10-foot cube when you reach 6th level, to 15-foot cube when you reach 14th level and to 20-foot cube when you reach 18th level.

Alternate Corrupt Reality Feature

Starting at 1st level, you have the ability to corrupt the world around you with your unstable nature. When you do so, the universe will attempt to stabilize that change and furthermore stabilize you.

You can use this Feature at the end of another creature's turn in order to get a special action that you can use to Cast a spell with a Casting time of up to 1 Action.

When you use this feature, you will always have to suffer from the Oppression of the Universe.

Oppresion of the Universe. You gain 1 Exhaustion Level and receive Psychic Damage equal to your level.

Playtesting

This Subclass requires to be playtested. If you end up using it, please send me your feedback, so that I can think and work on possible adjustments.

 

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