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== Resonant Soul == | == Resonant Soul == | ||
Your innate magic comes from the vibrations, oscillations, and frequencies that the world produces. You have always had a keen sense of how the world, and everything within it, is always in constant motion. The pattern of the weave, the way of which people speak, the rhythm of magic, all of it come together in a rhythm, a beat, a vibration, an oscillation, or a frequency, and you have the innate ability to hear and feel those subtle vibrations and frequencies that make up the entirety of the universe. Perhaps you were musically inclined as a child or could hear ringing when natural disasters were to occur, but regardless of your background, your innate magic grows and you can attune yourself to these vibrations around you to better alter the weave and magic itself | Your innate magic comes from the vibrations, oscillations, and frequencies that the world produces. You have always had a keen sense of how the world, and everything within it, is always in constant motion. The pattern of the weave, the way of which people speak, the rhythm of magic, all of it come together in a rhythm, a beat, a vibration, an oscillation, or a frequency, and you have the innate ability to hear and feel those subtle vibrations and frequencies that make up the entirety of the universe. Perhaps you were musically inclined as a child or could hear ringing when natural disasters were to occur, but regardless of your background, your innate magic grows and you can attune yourself to these vibrations around you to better alter the weave and magic itself | ||
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'''Resonant Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Resonant 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.<br> | '''Resonant Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Resonant 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.<br> | ||
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| 9th || Destruction Wave, Wall of Force | | 9th || Destruction Wave, Wall of Force | ||
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'''Frequency Attuned.''' Starting at 1st level, your senses have become awakened to the vibrations within the ground and the atmospheric magic around you; and when those oscillations have been disturbed you can immediately see the effects ripple around you. Whenever you cast a spell of 1st level or higher, you can choose to cause its magical effects to cause ripples into the vibrations of the universe, granting you Blindsight with a range equal to 10ft per Sorcerer Level that lasts until the end of your next turn. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. You can expend 1 Sorcery Point to double the range of this Blindsight.<br> | '''Frequency Attuned.''' Starting at 1st level, your senses have become awakened to the vibrations within the ground and the atmospheric magic around you; and when those oscillations have been disturbed you can immediately see the effects ripple around you. Whenever you cast a spell of 1st level or higher, you can choose to cause its magical effects to cause ripples into the vibrations of the universe, granting you Blindsight with a range equal to 10ft per Sorcerer Level that lasts until the end of your next turn. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. You can expend 1 Sorcery Point to double the range of this Blindsight.<br> | ||
If you use this feature after casting a Resonant Spell or a Sorcerer spell that deals Thunder or Force damage, you can also immediately use the Search action as part of the same action used to cast the spell as it greatly alters and vibrations and frequencies of the world around you. | If you use this feature after casting a Resonant Spell or a Sorcerer spell that deals Thunder or Force damage, you can also immediately use the Search action as part of the same action used to cast the spell as it greatly alters and vibrations and frequencies of the world around you. | ||
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'''Dampen and Amplify.''' Beginning at 1st level you’ve learned how to subtly dampen or amplify the frequencies of vibrations around you to produce various desired effects. When you are speaking, you can choose for your voice to emit twice as much sound as it normally would, or be half as loud as it normally would. Furthermore, when casting a Sorcerer spell you can choose to Amplify it or Dampen it. | '''Dampen and Amplify.''' Beginning at 1st level you’ve learned how to subtly dampen or amplify the frequencies of vibrations around you to produce various desired effects. When you are speaking, you can choose for your voice to emit twice as much sound as it normally would, or be half as loud as it normally would. Furthermore, when casting a Sorcerer spell you can choose to Amplify it or Dampen it. | ||
:'''Amplify.''' When you Amplify a Sorcerer spell, any sound the spell produces is magnified by 2. For example, if you were to amplify Thunderwave, the spell’s thunderous boom would be audible out to 600 feet as opposed to 300 feet. | :'''Amplify.''' When you Amplify a Sorcerer spell, any sound the spell produces is magnified by 2. For example, if you were to amplify Thunderwave, the spell’s thunderous boom would be audible out to 600 feet as opposed to 300 feet. | ||
:'''Dampen.''' When you Dampen a Sorcerer spell, the spell does not produce any sound if it normally would. A creature who can see into the Second Ward can see visible waves coming from spells that you’ve dampened that would’ve normally made sound. | :'''Dampen.''' When you Dampen a Sorcerer spell, the spell does not produce any sound if it normally would. A creature who can see into the Second Ward can see visible waves coming from spells that you’ve dampened that would’ve normally made sound. | ||
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'''Forceful Resonance.''' Beginning at 6th level, you’ve learned how to manipulate the vibrations and oscillations of the weave to create temporary barriers of intense vibrations. As an action, you can expend 2 sorcery points to create a 5 foot tall, 15 foot wide, and 1 foot thick barrier of vibrating energy. Alternatively you can wrap this barrier around a willing creature within 5 feet of you, where the barrier moves with the creature. The barrier lasts for 1 minute, or until you end it early by dismissing it as an Action. Any ranged weapon or spell attack that must pass through the barrier has disadvantage, and if the creature rolls a 1 because of it, they are then affected by the spell or weapon attack as if it had hit them. | '''Forceful Resonance.''' Beginning at 6th level, you’ve learned how to manipulate the vibrations and oscillations of the weave to create temporary barriers of intense vibrations. As an action, you can expend 2 sorcery points to create a 5 foot tall, 15 foot wide, and 1 foot thick barrier of vibrating energy. Alternatively you can wrap this barrier around a willing creature within 5 feet of you, where the barrier moves with the creature. The barrier lasts for 1 minute, or until you end it early by dismissing it as an Action. Any ranged weapon or spell attack that must pass through the barrier has disadvantage, and if the creature rolls a 1 because of it, they are then affected by the spell or weapon attack as if it had hit them. | ||
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'''Wavelength Sensitivity.''' Beginning at 6th level you’ve become much more sensitive to the various waves and frequencies around you, and you know how to better shape and break them. You can add your Charisma modifier to any Wisdom (Perception) checks you make, as well as to your passive Perception, and whenever you cast a spell that deals Thunder damage and it intersects with an area of the Silence spell, you can expend 1 sorcery point to have the Silence dispelled. Similarly, if you cast a spell that deals Force damage and the damage would be blocked by a magical effect akin to Shield, or a Brooch of Shielding, you can spend 1 sorcery point to bypass such an immunity. | '''Wavelength Sensitivity.''' Beginning at 6th level you’ve become much more sensitive to the various waves and frequencies around you, and you know how to better shape and break them. You can add your Charisma modifier to any Wisdom (Perception) checks you make, as well as to your passive Perception, and whenever you cast a spell that deals Thunder damage and it intersects with an area of the Silence spell, you can expend 1 sorcery point to have the Silence dispelled. Similarly, if you cast a spell that deals Force damage and the damage would be blocked by a magical effect akin to Shield, or a Brooch of Shielding, you can spend 1 sorcery point to bypass such an immunity. | ||
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'''Isolating Oscillations.''' Starting at 14th level, you’ve learned how to expertly alter those vibrations of the world, to completely isolate creatures in magical ways. When you deal Force or Thunder Damage with a Sorcerer spell of 1st level or higher, you can force the sound-waves and oscillations of the universe to be altered around one creature that you had dealt damage to in one of the following ways until the end of their next turn. | '''Isolating Oscillations.''' Starting at 14th level, you’ve learned how to expertly alter those vibrations of the world, to completely isolate creatures in magical ways. When you deal Force or Thunder Damage with a Sorcerer spell of 1st level or higher, you can force the sound-waves and oscillations of the universe to be altered around one creature that you had dealt damage to in one of the following ways until the end of their next turn. | ||
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*You strip the oscillations of atmospheric magic that surrounds the creature temporarily. Any creature that attempts to affect the targeted creature with a spell or when the affected creature attempts to cast a spell, they must first succeed on a Constitution Saving Throw equal to your Spell Save DC, the spell fizzles out and is unable to penetrate the barrier on a failed Save. | *You strip the oscillations of atmospheric magic that surrounds the creature temporarily. Any creature that attempts to affect the targeted creature with a spell or when the affected creature attempts to cast a spell, they must first succeed on a Constitution Saving Throw equal to your Spell Save DC, the spell fizzles out and is unable to penetrate the barrier on a failed Save. | ||
You can use this feature an amount of times equal to your Proficiency Bonus, regaining all uses after you complete a long rest. While you have no uses available, you can spend 2 sorcery points to use this feature again. | You can use this feature an amount of times equal to your Proficiency Bonus, regaining all uses after you complete a long rest. While you have no uses available, you can spend 2 sorcery points to use this feature again. | ||
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'''Vibration Mastery.''' Starting at 18th level, you’ve managed to master the art of controlling the vibrations around you. As a bonus action you expend 6 sorcery points to temporarily control all oscillations of the universe around you. While in this state, you have Truesight out to 120ft, you can jump a number of feet equal to your Charisma modifier times ten once per turn which does not provoke attacks of opportunity, and whenever you deal Thunder or Force Damage with a Sorcerer spell; each creature of your choice within 60ft of you takes Thunder or Force damage equal to your Sorcerer Level and must succeed on a Strength saving throw or be knocked prone. This state lasts for 1 minute or until you dismiss it early as a bonus action. | '''Vibration Mastery.''' Starting at 18th level, you’ve managed to master the art of controlling the vibrations around you. As a bonus action you expend 6 sorcery points to temporarily control all oscillations of the universe around you. While in this state, you have Truesight out to 120ft, you can jump a number of feet equal to your Charisma modifier times ten once per turn which does not provoke attacks of opportunity, and whenever you deal Thunder or Force Damage with a Sorcerer spell; each creature of your choice within 60ft of you takes Thunder or Force damage equal to your Sorcerer Level and must succeed on a Strength saving throw or be knocked prone. This state lasts for 1 minute or until you dismiss it early as a bonus action. | ||
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== Shadow Soul == | |||
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. | You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. | ||
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. | The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. | ||
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'''Shadow Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Shadow 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.<br> | '''Shadow Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Shadow 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.<br> | ||
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| 9th || Negative Energy Flood, Seeming | | 9th || Negative Energy Flood, Seeming | ||
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'''Eyes of the Dark.''' Starting at 1st level, you have darkvision with a range of 120 feet, if you already have Darkvision, you gain 30ft of additional range. When you reach 3rd level in this class, you learn the Darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. | '''Eyes of the Dark.''' Starting at 1st level, you have darkvision with a range of 120 feet, if you already have Darkvision, you gain 30ft of additional range. When you reach 3rd level in this class, you learn the Darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. | ||
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'''Strength of the Grave.''' Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. | '''Strength of the Grave.''' Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. | ||
After the saving throw succeeds, you can’t use this feature again until you finish a long rest. | After the saving throw succeeds, you can’t use this feature again until you finish a long rest. | ||
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'''Hound of Ill Omen.''' At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics, it gains the following benefits: | '''Hound of Ill Omen.''' At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics, it gains the following benefits: | ||
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*At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. | *At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. | ||
*The hound appears in an unoccupied space of your choice within 30 feet of the target. *Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. | *The hound appears in an unoccupied space of your choice within 30 feet of the target. *Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. | ||
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'''Shadow Walk.''' At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. | '''Shadow Walk.''' At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. | ||
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'''Umbral Form.''' Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. | '''Umbral Form.''' Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. | ||
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. | You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. | ||
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== Storming Soul == | |||
Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. | Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. | ||
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. | Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. | ||
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'''Storming Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Storming 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.<br> | '''Storming Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Storming 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.<br> | ||
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| 9th || Control Winds, Destructive Wave | | 9th || Control Winds, Destructive Wave | ||
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'''Wind Speaker.''' The arcane magic you command is infused with elemental air. You can speak, read, and write Elemental. If you already know Elemental you learn proto-Elemental, if you already have it, you learn another language. | '''Wind Speaker.''' The arcane magic you command is infused with elemental air. You can speak, read, and write Elemental. If you already know Elemental you learn proto-Elemental, if you already have it, you learn another language. | ||
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'''Tempestuous Magic.''' Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. | '''Tempestuous Magic.''' Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. | ||
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'''Heart of the Storm.''' At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. | '''Heart of the Storm.''' At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. | ||
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'''Storm Guide.''' At 6th level, you gain the ability to subtly control the weather around you. | '''Storm Guide.''' At 6th level, you gain the ability to subtly control the weather around you. | ||
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. | If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. | ||
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind. | If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind. | ||
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'''Storm’s Fury.''' Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. | '''Storm’s Fury.''' Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. | ||
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'''Wind Soul.''' At 18th level, you gain immunity to lightning and thunder damage. | '''Wind Soul.''' At 18th level, you gain immunity to lightning and thunder damage. | ||
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. You can reduce your flying speed this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. You can reduce your flying speed this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | ||
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== Treasure Bound Soul == | |||
One of your ancestors left behind a vast fortune, stowed away in some hidden corner of the world, and protected it from would-be thieves and treasure hunters through layer upon layer of wards and curses. The magic of your ancestor’s treasure has seeped into your bloodline, manifesting itself within you as arcane power that shimmers like gold, both a blessing and a curse.<br> | One of your ancestors left behind a vast fortune, stowed away in some hidden corner of the world, and protected it from would-be thieves and treasure hunters through layer upon layer of wards and curses. The magic of your ancestor’s treasure has seeped into your bloodline, manifesting itself within you as arcane power that shimmers like gold, both a blessing and a curse.<br> | ||
Whether they were a canny noble, a daring pirate, or a hoarding dragon, the magic that your ancestor imbued within their hidden treasure is irrevocably bound to you, allowing you to reach into their hoard and temporarily pluck from it objects of incredible variety and value. | Whether they were a canny noble, a daring pirate, or a hoarding dragon, the magic that your ancestor imbued within their hidden treasure is irrevocably bound to you, allowing you to reach into their hoard and temporarily pluck from it objects of incredible variety and value. | ||
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'''Hoarded Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Hoarded 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.<br> | '''Hoarded Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Hoarded 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.<br> | ||
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'''Boundless Hoard.''' At 18th level, you can manifest vast treasures from those bound to you, raining them down upon your foes. As a bonus action on your turn, you can spend up to 5 sorcery point to conjure objects from your bound hoard, and send them flying toward targets within 60 feet of you. You conjure one tiny object per sorcery point spent, and can direct the objects at one target or several. Make a ranged spell attack for each object. On a hit, the target takes 2d8 force damage, and the object disappears. | '''Boundless Hoard.''' At 18th level, you can manifest vast treasures from those bound to you, raining them down upon your foes. As a bonus action on your turn, you can spend up to 5 sorcery point to conjure objects from your bound hoard, and send them flying toward targets within 60 feet of you. You conjure one tiny object per sorcery point spent, and can direct the objects at one target or several. Make a ranged spell attack for each object. On a hit, the target takes 2d8 force damage, and the object disappears. | ||
== Wild Magic == | |||
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through the fey forest, the chaos, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet. | Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through the fey forest, the chaos, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet. | ||