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Mutant Magic
Subclass for Sorcerer WIP.
Through magical experimentation, combined magical lineages, or perhaps a stroke of fate you were born not just with innate magical power but something different. Mutant Sorcerers are weird even by arcane standards. Their very existance bends the concepts of magical sciences and brings more questions than answers. Such creatures are seen as evil and against nature by some or seen as a vision of future possibilities by others.
Chaotic Manipulation
Level 1 Mutant feature
At first level your innate chaotic magic allows you to bend the rules that other magic users are forced to follow. You are unaffected by the limit of only 1 levelled spell cast per turn. You still need the actions to cast multiple spells but the rule pertaining to only casting 1 levelled spell and 1 cantrip doesn't affect you.
In addition you gain Chaotic Charges and can hold a number on them equal to your proficiency bonus. Whenever you cast a levelled spell in combat you gain 1 charge. When you deal damage with a spell you may spend Chaotic Charges as part of the spell to deal an additional damage dice per charge spent. The damage dice and damage type is the same as that of the spell. When the combat ends or if the spell was cast outside of combat, your unspent Chaotic Charges are turned into Sorcery Points. Any extra Sorcery Points you have over your maximum when you take a long rest are removed.
Mutatated Metamagic
Level 6 Mutant feature
Starting at 6th level your Metamagic abilities have pushed the limits of what other Sorcerers can do. For every Metamagic feature you own, you gain the Mutated Variant too that you can use in place of that feature for the same cost. These features listed below used the same effects as the base Metamagic ability but either improve or make exceptions to rules. However these Mutated Variants are unrefined and chaotic. Whenever you use a Mutated Metamagic ability you roll a D4, on a 1 the spell fails and the Spell Slot and Sorcery Points are expended.
Mutated Variants
- Careful Spell: Creatures you target to save from the spell instead are unaffected by the spell entirely.
- Distant Spell: When making a ranged attack roll against a creature using cover, you ignore the additional AC they gain from cover.
- Empowererd Spell: You can add your Charisma Modifier to the total damage of the spell.
- Extended Spell: When concentrating on this spell you may treat the damage threshold as a third of the the damage (rounded down) instead of half or 10, whichevers the highest.
- Heightened Spell: On subsequent saves against the spell cast, you may spend your action and 1 Sorcery Point to give the target disadvantage on their save against the spell this round.
- Quickened Spell: You may spend 4 Sorcery Points to cast a chosen spell as a reaction. Doing so will strain your body and give you a point of Exhaustion. Dispel Magic casted in this way doesn't imitate the effects of Counterspell.
- Subtle Spell: You can maintain a spells effect without it being detected by Detect Magic or similar senses unless the creatures caster level is equal to or higher than yours.
- Twinned Spell: Can now use spells that target 1 creature at their base level and additional creatures when upcasted. The resulting Twinned Spell doubles the targets. Example: Magic Missile isn't eligible because it targets more than 1 creature at its base level. Hold Person is eligible however and a Twinned Spell 3rd level slot allows you to target 4 humanoids within range. This trait has no effect on spells with a target of self.
- Seeking Spell: The new attack roll you make with Seeking Spell is at advantage.
- Transmuted Spell: You can spend 3 Sorcery points to change the damage type to any you know of.
In additon you learn 1 extra Metamagic feature.
Chaotic Mastery
Level 14 Mutant Feature
You have mastered the chaotic energies that you manifest and have greater control over their flaws. When rolling whether you lose your Metamagic spell cast you instead use a D8. On a 1 the spell fails as before. On an 8 you gain back the Sorcery Points spent on that feature.
Now that you have bent the rules of the arcane with your magic, you can start to push through what was seen as impossible. You learn 6 additional spells from any class that are Evocation, Transmutation, or Abjuration and are of a level that you can cast. These spells are treated as Sorcerer spells and don't go against your number of spells known. You use Charisma as your casting stat for these.
Devastating Conflux
Level 18 Mutant Feature
Your power is strange and unrelenting. Your very existance sunders the understanding that many casters have long since gathered. You're a force of great power and headache. You may enter a state of true chaos at the risk of your physical form. As an action you may unleash the raw power of your life force and transform into an Energy Nexus.
- During this state you must roll contitution saves at the end of your turns to maintain the form. The DC equals your spell save DC. If you fail the save the other effects of Energy Nexus end and you take damage equal to half your maximum HP (rounded down).
- Any spell you cast that kills a creature refunds the spell slot used if 5th level or below.
- Your Mutated Metamagic features do not require a roll to see if they fail, However doing so will cause you to gain 2d8 hitpoints back on an 8 or take 2d8 hitpoints on a 1. This damage cannot be reduced.
- Other magic users hostile to you within 10 feet are affected by the change of environment your form creates. Their spell save DCs are reduced by your Charisma modifier.
- Your spells bypass creatures with magic resistance and you are unaffected by effects such as Globe of Invulnerability.
- When an ally within 30 feet of you casts a spell, with their consent you may modify that spell with your Metamagic features.