View Full Version : D&D 5e/Next Harrowing Magic (Sorcerous Origin)

2019-02-20, 01:00 PM
This is a sorcerous origin for someone who was exposed to incredibly devastating magical forces but survived somehow.

Accursed Constitution - At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Overcharge - Starting at 1st level, when you cast Sorcerer spells you may store some of the excess magic in your body at the expense of your health. Whenever you cast a Sorcerer spell of 1st level or higher, you may choose to gain Overcharge equal to the level of spell. At the start of your turn, you take necrotic damage equal to the amount of Overcharge you have. This damage does not force you to make a Constitution Saving throw to maintain concentration on a spell.

Harrowing Magic - Starting at 1st level, when you cast a spell that deals damage, you may choose to expend all of your Overcharge. If you do, choose up to one creature damaged by the spell. The first time that creature takes damage from the spell this turn, it takes an additional 1d4 necrotic damage equal to your proficiency modifier or the amount of overcharge you expended, whichever is lower. If your hit points drop to 0, you expend all of your overcharge harmlessly into the area around you.

Aura of Unraveling - Starting at 6th level, when you take damage from your Overcharge at the start of your turn you become more able to throw off magical effects hindering you. For the rest of that turn, if a magical effect would force you to make a saving throw, you can choose to make a Charisma saving throw to resist it instead of the normal type. Also, if you use your action or bonus action to make an ability check in order to escape from or end a magical effect, you may make a Charisma ability check instead of the normal type.

Eat Magic - Starting at 14th level you become adept at ravaging apart magic with destructive force. You gain the ability to cast Counterspell and Dispel Magic at 7th level without spending a spell slot. When you do, you gain overcharge equal to the level of spell effect you countered or ended. One you cast either of these spells this way, you cannot cast either in this way until you finish a long rest.

Cataclysm - When you reach 18th level you learn one of the following spells as a sorcerer spell: Meteor Storm, Storm of Vengeance.