Feat: Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Racial Feature: Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Racial Feture: Resilient
Once a day, when brought to or below 0 hit points, you may roll a con save, DC 15. If you succeed, you are brought back to 1 hp, and may retain consciousness for 5 minutes if not brought below 0 hp once more. After being brought below 0 hp again, or passing five minutes, you become unconscious and take a point of exhaustion.
Augment: Weirding
Whenever you apply a negative status effect on a creature (stunned, prone, immobile, etc.) you mark the creature. These marks stack indefinitely. At any point you can choose to apply one of the following effects at the cost of marks, on the creature with the mark. This is a free action, and can be taken the moment before a roll is decided.
- Sunder: (1 mark) Your combination of magical effects set off a chain reaction within the target. For the next three rounds, deal 1 true damage each round, at the start of the round.
- Cripple: (3 marks) The target must succeed on a con saving through against your spell save DC, or roll a 1d100 to reveal an injury.
- Cottonmouth: (3 marks) Induce disfunction within the creatures nervous system. They become unable to speak, have disadvantage on the next saving throw, and are incapable of casting spells for 1 round.
- The Weirding: (5 marks) Using the creature as an epicenter, you plunge a 50ftx50ftx50ft spherical area into arcane disarray. Every creature, regardless of hostility, alignment, or otherwise, is silenced for 1 round. (Cannot cast spells). This silence also applies 1 stack for every creature in the radius. (i.e. if you hit 5 kobolds, each kobold has 5 marks.)
- Healburst: When applying a negative status effect to a creature(s) in combat, you may choose one of those creatures per round. Every other creature of your choice within 5 feet (1 space) of that creature heal 1d6+spell save DC HP
Class Feature: Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
- Sorcery Points: You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
- Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
- Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
- Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Class Feature: Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
- Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Carefull Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
- Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Catastrophic Origin
Subclass Feature: Flurry of Spells
Starting at 1st level, tapping into the magic within you triggers adrenaline and urgency, inspiring you to lash out with your spells at a furious pace. If you use your action to cast a sorcerer cantrip, you can use a bonus action to cast a different sorcerer cantrip that normally takes an action. You can do this a number of times equal to your Charisma modifier. You regain all uses of this feature at the end of a long rest. Starting at level 2, you can expend a sorcery point to use this ability after you have exhausted regular uses.
Subclass Feature: From the Ashes
At 6th level, your power refuses to quit even when your resources are drained. If you begin a turn with no available spell slots, you can use your turn to dig deep within and rekindle your magic. This requires your entire turn, meaning no action, bonus action, or movement is possible without disrupting the process and spoiling the attempt. At the end of that turn, you regain half your sorcerer level in spell slot levels, rounded down. This means that a level seven sorcerer that begins a turn with no spell slots can use this feature to regain one 3rd level slot or three 1st level slots or a 2nd and a 1st. This ability is fueled by adrenaline, so it can only be used while in initiative. Slots regained this way can never be above 5th level. This feature can be used once and is replenished when you finish a long rest.
Subclass Feature: Eldritch Survivor
Also at 6th level, when damage other than slashing, piercing, or bludgeoning would drop you to zero hit points, you can expend two sorcery points to drop to one hit point instead (no action needed). You can spend one more sorcery point to use your reaction to teleport to an unoccupied space you can see within 60 feet. Once you've used this ability, each subsequent use of it costs one extra sorcery point. You cannot use this feature if you ended your last turn with one hit point or if the damage would have killed you outright (without death saving throws).
Subclass Feature: What Does Not Kill You
Beginning at 14th level, when you take damage that would not reduce you to zero hit points, you can use your reaction to expend two sorcery points to take half as much damage. If the creature that caused the damage is within 60 feet of you, you can spend two more sorcery point to force them to take the same amount of damage you took. A successful Charisma saving throw means they take half that much damage. Their damage type will be psychic or necrotic (your choice). Once you’ve reduced damage this way, you can’t do so again until you finish a short or long rest.
Subclass Feature: Makes you Stronger
Also at 14th level, you can add your Charisma modifier to the damage from your sorcerer cantrips.