So, I had a thread a little while ago, asking for assistance on this Sorcerer Origin I am making. Alas, I have reached another impasse, and require more help. I have the basic idea of my end goal, as well as the main shtick of the subclass. The inspiration is Lovecraftian, or Far Realm, so at first level you choose a form of indefinite madness off the table in the DMG, or work with your DM to construct your own special form of madness (my original planned character has an intense love for Circles and spheres, and hates squares and cubes with all of his being. Most other shapes are irrelevant, but the rounder something is, the more he will like it.)
Dangerous Mind
You have a dangerous mind. Any non-abberation being that attempts to read your mind takes 1d10 of psychic damage. This damage increases as you level, to 3d10 at 6th level, 5d10 at 14th level, and 7d10 at 18th level. (Thanks to Cap'n Kobold. Got the idea for this from the thought shield on Warlock.) You also have resistance to psychic damage, and if you would take half damage on a successful save from a psychic effect, you instead take no damage.
Elemental Chaos
At sixth level you choose an element from the table. You can spend a sorcery point to change a spell that deals this damage type into the corresponding 6th level damage type. At 14th level you can spend a sorcery point to add the damage type from the 14th level column, and split the damage dice between the two as you please. For example, a spell which deals 3d8 fire damage can be changed to deal 3d8 cold damage, 3d8 acid damage, or 2d8 of one and 1d8 of the other. These spells remain visually similar to the original damage type, and it is up to your DM how the change is represented (perhaps at sixth level you still throw a ball of Fire, but it puts off a cold mist instead of smoke, for example.) If you choose to change the damage type on a spell you cannot combine it with the original damage type. If you choose fire you can have Cold+Acid, but you cannot have Cold+Fire, or Fire+Acid.
Chaos Form
Starting at 6th level you can also shape shift into an aberration of CR 1 or lower. At 14th level this increases to CR 2, and you gain access to Oozes as an option for shape shifting. At 18th level you can change into an aberration or ooze with a maximum CR of 3. Each shift costs 2 sorcery points, and lasts for 1 minute. At 14th level this increases to 10 minutes, and at 18th level you can hold your form for up to 1 hour.
(This one is very likely to change before I am happy with it.)
I want to mention that most of my help at this point has come from @MechaTarrasque . Thanks a ton.
This is still very shaky, in my opinion, as I am not really happy with the chaos form. It may be a good lay out, and the problem is just in my head, so if you think it looks fine as is, let me know. Right now, I may suddenly think of something better, IMO, and change it.
For now I have a decent layout, so I need to do some play testing. For anyone else interested in trying it, please feel free to provide any feedback you can. This is my first real homebrew, but I don't mind some criticism, no matter how harsh.
EDIT: changed around the Elemental Chaos table, because I realized Fire dealt Cold and Acid, while Lightning dealt Acid then Cold. Now there are no elements that get the same layout. Also clarified that you cannot use the original element of a spell with the Chaos elements.
You can also now hold your Chaos Form longer as you gain levels in this class.
Dangerous Mind
You have a dangerous mind. Any non-abberation being that attempts to read your mind takes 1d10 of psychic damage. This damage increases as you level, to 3d10 at 6th level, 5d10 at 14th level, and 7d10 at 18th level. (Thanks to Cap'n Kobold. Got the idea for this from the thought shield on Warlock.) You also have resistance to psychic damage, and if you would take half damage on a successful save from a psychic effect, you instead take no damage.
Elemental Chaos
At sixth level you choose an element from the table. You can spend a sorcery point to change a spell that deals this damage type into the corresponding 6th level damage type. At 14th level you can spend a sorcery point to add the damage type from the 14th level column, and split the damage dice between the two as you please. For example, a spell which deals 3d8 fire damage can be changed to deal 3d8 cold damage, 3d8 acid damage, or 2d8 of one and 1d8 of the other. These spells remain visually similar to the original damage type, and it is up to your DM how the change is represented (perhaps at sixth level you still throw a ball of Fire, but it puts off a cold mist instead of smoke, for example.) If you choose to change the damage type on a spell you cannot combine it with the original damage type. If you choose fire you can have Cold+Acid, but you cannot have Cold+Fire, or Fire+Acid.
Element | 6th level | 14th level |
Fire | cold | acid |
Cold | lightning | fire |
Acid | poison | lightning |
Lightning | Acid | poison |
Poison | fire | cold |
Starting at 6th level you can also shape shift into an aberration of CR 1 or lower. At 14th level this increases to CR 2, and you gain access to Oozes as an option for shape shifting. At 18th level you can change into an aberration or ooze with a maximum CR of 3. Each shift costs 2 sorcery points, and lasts for 1 minute. At 14th level this increases to 10 minutes, and at 18th level you can hold your form for up to 1 hour.
(This one is very likely to change before I am happy with it.)
I want to mention that most of my help at this point has come from @MechaTarrasque . Thanks a ton.
This is still very shaky, in my opinion, as I am not really happy with the chaos form. It may be a good lay out, and the problem is just in my head, so if you think it looks fine as is, let me know. Right now, I may suddenly think of something better, IMO, and change it.
For now I have a decent layout, so I need to do some play testing. For anyone else interested in trying it, please feel free to provide any feedback you can. This is my first real homebrew, but I don't mind some criticism, no matter how harsh.
EDIT: changed around the Elemental Chaos table, because I realized Fire dealt Cold and Acid, while Lightning dealt Acid then Cold. Now there are no elements that get the same layout. Also clarified that you cannot use the original element of a spell with the Chaos elements.
You can also now hold your Chaos Form longer as you gain levels in this class.
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