Glitched Sorcerer (5e Subclass)
From D&D Wiki
Glitched sorcerers take advantage of the natural instability of our world to cast their spells. Every glitched sorcerer has been in contact with a glitch, a very special contact, which gives them powerful abilities. They understand that the only thing that is permanent is the fact that nothing is ever permanent, and they count on the idea of our world falling apart at the seams so that their power can grow. The power of these specific sorcerers comes from a glitch in the world, something that only happens in simulation worlds, and they pull on this power so much that they are able to alter the world around them, from the flow of the air to solid stone.
At 1st level, the sorcerer is able to manipulate the world in very small ways, either making a small item vanishing or appearing. Creatures making attacks against you with projectiles have a disadvantage on their attack rolls, and if they miss the projectile simply vanishes into thin air, glitched out of existence.
At 6th level, when you are in contact with the earth around you or any from of technology, you are able to control it to some extent. For weapons like the laser rifle, you are able to gain proficiency with the weapon. For more complex things like a star ship or perhaps a computer system, you make an Deception (Charisma) check, as if you were deceiving a creature, to hack the system. The DC is equal to 8 + your Charisma modifier. If you succeed, you understand the system completely and can control it. If you fail, you take 1d10 lightning damage. After 3 failures, the thing you are attempting to hack simply dies and you cannot attempt to hack it again.
At 14th level, your spells become more powerful. Every spell you cast that deals damage becomes more powerful, going up a level in damage (1d4 -> 1d6, 1d6 -> 1d8, etc.). If the damage is at 1d20, then you simply add 1d4 to the damage. Additionally, damaging spells have a 10% chance of driving the target insane, giving them a feature of short-term madness.
At 18th level, you have learned how to control the world around you and your allies. You are able to spend 5 sorcery points to make a patch of land 20 ft. by 20 ft. become something like Limbo, without gravity and random effects every turn. You could also spend 2 sorcery points to use one of the following abilities:
- You become immune to a certain type of elemental damage of your choice (See Draconic Ancestry table).
- You give a creature a feature of long-term madness.
- You can create an object at most as wide as you are tall and as tall as you are. This object is nonmagical, has no weight, has 20 hit points, and will simply vanish in glitches if destroyed.