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Primordial Animosity

Your innate magic comes from your vivid ire. Your fury is so explosive that the very weaves of magic twist to your whim.

Acrimony

Starting when you choose this origin at 1st level, you fly into a rage when you unleash your magic.

You can enter acrimony a number of times equal to 1 plus your sorcerer level divided by four.

When you cast a spell of 1st level or higher, you can use your bonus action to enter acrimony. While in acrimony, you gain the following benefits if you aren't wearing armour:

You gain resistance to fire damage, and have advantage on saving throws against magical sources of damage.

You subtract your Charisma modifier from any magical damage you take.

Any magical damage which affects you deals damage equal to your Charisma modifier to up to 5 creatures that you can see within the area of effect. This damage is of the same damage type the spell normally deals.

When you cast a spell of 1st level or higher which normally can't target yourself, you can target yourself in addition to the normal number of targets.

Your acrimony lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or cast a spell that deals damage or induces a creature to make a saving throw since your last turn. You can also end your acrimony on you turn as a bonus action. Once you finish a long rest, you regain all uses of acrimony.

Eruption

Starting at 6th level, your wrath erupts violently when magic is unleashed.

When you see someone cast a harmful spell of 1st level or higher within 90 feet while in acrimony, you can use your reaction to have the spell backlash against them. Spend a number of sorcery points equal to half the spell's level (rounded up), and change the area of effect to include the caster.

Additionally, you can now enter acrimony as a reaction when a creature that you can see casts a spell of 1st level or higher.

Spite

Starting at 14th level, you harbour such greedy malice that you can steal spells from their intended targets.

When someone you can see within 90 feet casts a spell that doesn't target you while you are in acrimony, you can use your reaction to let the spell affect you instead of a number of creatures equal to your Charisma modifier (minimum of 1), even if the spell would normally be unable to target you. Spend a number of sorcery points equal to half the level of the spell (rounded up).

You make your saving throw against the spell's effects with disadvantage if the spell calls for one, and if the spell is harmful and you stole the spell's effects from more than one creature, the number of damage dice is doubled for you.

You cannot steal the effects of spells with a sustained area of effect such as sanctuary or silence.

A spell you steal the effects of using this feature must be of a level you can cast to a maximum of 8th level.

Shattered Spell

Beginning at 18th level, the harmful energies of spells around you bend to your control.

While in acrimony, when you are within the area of effect of a spell that deals several dice of damage, you can use your reaction to shatter the spell into several smaller versions. Spend sorcery points equal to the difference between the number of damage dice of the spell and your Charisma modifier.

Each die of damage becomes one spell fragment, and its range starts from you (as though you cast the spell). You decide where the fragments land, to a range of 30 feet. The area of effect of the fragments is half that of the original spell.

When you use this feature, you can't use it again until you finish a short or long rest.

You can also spend 5 sorcery points once on your turn to gain another reaction until the start of your next turn.

Additionally, during a short rest, you can spend a number of sorcery points up to half your Charisma modifier (rounded up) and regain that many uses of acrimony.