Difference between revisions of "Sorcerer/Raw Magic"

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Starting at 1st level, whenever a creature other than yourself within 30 feet of you casts a spell of 1st level or higher, you can use your reaction to force them to roll on both the Positive Surge and Negative Surge tables to cause both a positive and a negative side effect of the spell.
 
Starting at 1st level, whenever a creature other than yourself within 30 feet of you casts a spell of 1st level or higher, you can use your reaction to force them to roll on both the Positive Surge and Negative Surge tables to cause both a positive and a negative side effect of the spell.
  
==Close to the Weave==
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===Close to the Weave===
 
Beginning at 6th level, your unfiltered access to magic allows you to more easily manipulate your spells. You gain two additional Metamagic options of your choice.
 
Beginning at 6th level, your unfiltered access to magic allows you to more easily manipulate your spells. You gain two additional Metamagic options of your choice.
  

Latest revision as of 03:54, 5 May 2020

sorcerer

Raw Magic

You are capable of tapping directly into the source of arcane magic. Your magic is unfiltered, powerful, and hard to control, capable of both increased power and unpredictable side effects. You might have been born with this innate capability, or perhaps an encounter with powerful magic has imbued you with these chaotic abilities.

Homebrew: The "Raw Magic" sorcerer subclass was made by CaelReader and published in the Sorcerer, Tweaked homebrew supplement.

Origin Spells

You gain origin spells at the sorcerer levels listed below.

Raw Magic

Your magic comes straight from the source, unfiltered and unpredictable. Through your will you are able to control it, but this control can be loosened, causing greater energies to surge through you, potentially empowering your magic, but also with chaotic side effects. When you cast a sorcerer spell of 1st level or higher, you can choose to roll on both the Positive Surge and Negative Surge tables (using a separate roll for each) to cause both a positive and a negative side effect of the spell.

Magical Interference

Starting at 1st level, whenever a creature other than yourself within 30 feet of you casts a spell of 1st level or higher, you can use your reaction to force them to roll on both the Positive Surge and Negative Surge tables to cause both a positive and a negative side effect of the spell.

Close to the Weave

Beginning at 6th level, your unfiltered access to magic allows you to more easily manipulate your spells. You gain two additional Metamagic options of your choice.

Additionally, you regain 1 sorcery point when you complete a short rest.

Surge Control

At 14th level, you gain a measure of control over your raw magic surges. Whenever you roll on the Positive Surge or Negative Surge table, you can reroll the die and must use the new roll.

Unlimited Power

Beginning at 18th level, you are able to directly overcharge your spells at cost to your own well-being. When you roll damage for a sorcerer spell of 1st level or higher, you may spend a number of hit dice up to your Charisma modifier. You and any targets of the spell take force damage equal to the total rolled. You can use this feature only once per turn.

Positive Surge

d20 Effects
1 No effect.
2 The smell of your favorite food fills the air around you.
3 Small plants grow to full bloom around your feet.
4 Your clothes become cleaned, and faded dyes return to full brightness.
5 Your body becomes sheathed in a thin layer of protective energy. You gain temporary hitpoints equal to the spell's level + your spellcasting ability modifier.
6 You are innervated. Your movement speed increases by 15 feet until the end of your next turn.
7 The energy of the spell flashes brightly. A target of your choice within 5 feet of the target of the spell must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn.
8 The energy of the spell becomes raw and without defined form. If the spell deals damage, you can choose to change its damage type to force damage.
9 With a surge of energy, you are able to shift your position. You may immediately teleport to a point of your choice within 10 feet of you.
10 Arcs of chaotic energy emanate from the spell. A random hostile creature within 15 feet of the target of the spell takes 1d8 lightning damage.
11 Enemy attacks are pushed away. The next attack against you before the start of your next turn has disadvantage.
12 The air around you crackles. Until the start of your next turn, if a creature within 30 feet of you hits you with an attack, you can use your reaction to deal 1d4 lightning damage to the attacker. This damage increases by 1d4 for every level of the spell above 1st.
13 If you cast a spell before the end of your next turn, roll on this table and gain a positive effect.
14 You become energetic. You gain the effects of the haste spell until the end of your next turn, ignoring the lethargy.
15 The spell amplifies. If the spell deals damage, it deals an extra 1d6 damage to each target, increasing by an additional 1d6 for every level of the spell above 1st.
16 If you take damage from a spell before the start of your next turn, you can roll 1d8 and reduce the damage by the number rolled.
17 The spell becomes unusually stable. If the spell requires concentration, you have advantage on constitution saving throws you make to maintain it.
18 The spell seems to guide itself towards your targets. You have advantage on the attack roll, and targets have disadvantage on saving throws, for this spell.
19 he spell is efficient, allowing you to siphon excess magic. You regain a 1st level spell slot if you have expended any. If you have the Font of Magic feature, you can choose to regain 2 sorcery points instead.
20 Roll twice on this table and gain both effects; reroll 20s.

Negative Surge

d20 Effects
1 Roll twice on this table and suffer both effects; reroll 1s.
2 The spell requires additional energy to cast. You must expend a spell slot of 1st level or higher, or else the spell fails. If you have the Font of Magic feature, you can choose to expend 2 sorcery points instead.
3 The spell becomes erratic and hard to aim. You have disadvantage on the attack roll, and targets have advantage on saving throws, for this spell.
4 The spell becomes unstable, requiring extra effort to hold it in place. If the spell requires concentration, you have disadvantage on concentration checks for it.
5 If you take damage from a spell before the start of your next turn, you take an additional 1d8 force damage.
6 The spell bleeds away energy. If the spell deals damage, it deals 1d6 less damage to each target, decreasing by an additional 1d6 for every level of the spell above 1st.
7 Electricity courses through your muscles, causing you to tense up. You suffer the effects of the slow spell until the end of your next turn.
8 If you cast a spell before the end of your next turn, roll on this table and suffer a negative effect.
9 Static energy builds up in your body, waiting for something to ignite it. Until the start of your next turn, if a creature hits you with an attack, you take an additional 1d4 lightning damage. This damage increases by 1d4 for every level of the spell above 1st.
10 Enemy attacks are drawn to you. The next attack against you before the start of your next turn has advantage.
11 Arcs of chaotic energy emanate from the spell. A random friendly creature within 15 feet of the target of the spell takes 1d8 lightning damage.
12 Your position becomes unstable, and you blink side to side wildly. You immediately teleport to a random point within 10 feet of you.
13 The spell fails to coalesce and penetrate defenses properly. If the spell deals damage, targets with resistance to the damage have immunity instead.
14 A flash of light bursts straight into your face. You must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn.
15 You are enervated. Your movement speed decreases by 15 feet until the end of your next turn.
16 Some of the spell’s energy backfires. You take force damage equal to the spell's level + your spellcasting ability modifier.
17 You suffer a faint ringing in your ears for the next minute.
18 Fractal, lightning-like scars appear on your hands and arms, which disappear when you receive any magical healing.
19 You immediately become thirsty and hungry.
20 No effect.