Fundamental Sorcery
You or someone from your lineage has been imbued with the sheer force that helps design the multiverse and might very well be the one holding it together. Perhaps an ancestor was involved in a long forgotten ritual which changed the laws of fabrics in a location from your plane of existence, or maybe a mystical shard made of raw magic was embedded in you during a horrifying experiment, or is it an echo from the eternal Song of Creation that found a new vessel to sing the dawn of a new age ?
However you came to have your magic, your connection to its cosmic aspects give you a target on your back. This way, you should be careful with whom you're dealing with. As scholars and mages alike may find an interest in you, others might seek to control or even enslave you for devious plans, or some might even want to end you for possessing such magic as a mortal. After all, it is said that even the gods can’t help but fear this power, as it can tear the veil between time and reality and end their claim on it. Knowing this, what will you do with this power on hand ?
Principle Incarnate
1st-level Fundamental Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Fundamental 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.
Fundamental Spells Table
| Sorcerer Level | Gravity Aspect | Space Aspect | Time Aspect |
|---|---|---|---|
| 1st | magnify gravity | longstrider | gift of alacrity |
| 3rd | immovable object | wristpocket | borrowed knowledge |
| 5th | pulse wave | hunger of hadar | revivify |
| 7th | gravity sinkhole | freedom of movement | death ward |
| 9th | telekinesis | passwall | temporal shunt |
Whenever you finish a long rest, you can choose which Fundamental Aspect manifests its power through your magic: the Gravity Aspect, Space Aspect, or Time Aspect.
Starting at 3rd level, while in sync with the chosen aspect, when you cast a spell of the associated aspect shown in the Fundamental Spells table, you can regain a number of sorcery points up to the spell’s level (minimum of 1).
Once you regain a number of sorcery points equal to half your sorcerer level this way, you can’t do so again until you finish a long rest.
Potential Disruption
1st-level Fundamental Sorcery feature
As a bonus action, you can open a rift in the space-time continuum to a point within 60 feet of you. This rift creates a distorted area in a 10-foot radius around that point and lasts for 1 minute. The distorted area is difficult terrain for creatures that are hostile to you. Additionally, when a hostile creature in the area takes damage, it subtracts 1d4 from the next attack roll or saving throw it makes. A creature can only be affected by this additional effect a number of times equal to half your proficiency bonus per turn (minimum once per turn). You can move this rift of disruption up to 30 feet as a bonus action.
Once you use this feature, you can't use it again until you finish a short or long rest.
The additional effect die changes when you reach certain levels in this class, becoming a d6 at 6th-level, a d8 at 14th-level, and a d10 at 18th-level.
Also, wen you reach 18th-level in this class, the distorted area increases to a 30-foot radius.
Entropy Surge
6th-level Fundamental Sorcery feature
Once per turn, when you take damage while you aren’t incapacitated, you can expend 1 to 5 sorcery points to exert an entropic pression onto one creature of your choice you can see within 30 feet of you. Your current Fundamental Aspect determines the effect of your entropy surge:
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Gravity Aspect. The chosen creature must succeed a Strength saving throw against your spell DC or you move it 5 feet to an unoccupied space of your choice, and it takes a number of d8s force damage equal to the number of sorcery points spent and then falls prone.
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Space Aspect. The chosen creature must succeed a Dexterity saving throw against your spell DC, or it falls and disappears into a crack in reality. At the start of your turn, it takes a number of d6s bludgeoning damage equal to the number of sorcery points spent, and it reappears to an unoccupied space of your choice within 30 feet of you.
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Time Aspect. The chosen creature must succeed a Constitution saving throw against your spell DC or it takes a number of d10s necrotic damage equal to the number of sorcery points spent and you or a creature of your choice within 30 feet of you gain temporary hit points equal to half the damage dealt this way.
Quantum Core
14th-level Fundamental Sorcery feature
Your connection to fundamental energy saturates you with magic. While in sync with a Fundamental Aspect, you gain following benefits associated with that aspect:
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Gravity Aspect. You have advantage on Strength checks and Strength saving throws. In addition, you are protected by half cover while you aren’t incapacitated.
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Space Aspect. You have resistance to bludgeoning and force damage. Additionally, you can move normally through other creatures and objects. If you end your turn inside a creature or an object, you are shunted into the nearest unoccupied space you last occupied.
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Time Aspect. You have advantage on initiative rolls. Also, you don’t provoke opportunity attacks and no attack roll has advantage against you while your speed doesn't drop by 0.
Arcane Influx
18th-level Fundamental Sorcery feature
Your mastery over fundamental energy is deeply anchored within yourself.
You learn the gravity fissure, regenerate, reality break, and ravenous void spells. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Additionally, whenever you start your turn within the radius of the distorted area created by your Potential Disruption feature, you can spend 1 sorcery points at the start of your turn (no action required) to enter a state where you embrace all three of your Fundamental Aspects at once until the start of your next turn. You can extend the duration of this state if you meet the same prerequisites. When this state ends, you can choose which one of your aspects you want to be in sync with, but you become stunned until the start of your next turn.
Spells and Foundations
It has been a long time since I wanted to do a sorcerer subclass that included the dunamis concept created by Matt Mercer and the powerful arcane feeling altogether and this idea of fundamental energy that could bend the rules, introduced by the Path of Fundamental Chaos subclass of Taliesin Jaffe's character Ashton Greymoore really sold it for me. I took my inspirations from the Lunar Sorcery subclass released in the Dragonlance: Shadow of the Dragon Queen manual, which I thought could balance well the cosmic aspect of Gravity, Space and Time. Though I didn't really know how to implement the Potential part of fundamental magic, I'm quite happy with the result as it is now.
Note that some of the spells cited in this subclass can only be found in other official manuals than the Player's Handbook, like from the Explorer's Guide to Wildemount, the Xanathar's Guide to Everything or the Strixhaven: A Curriculum of Chaos.