You carry the forces of entropy in your bloodline, fueled by the elemental rule of chaos, and are driven to turn all things into their natural and eventual state of nothingness. Most sorcerers who are touched by chaos in this manner embrace the gifts of their blood and find use of their abilities in everyday life, while some strive through fanatical devotion to turn all things to dust, acting as agents of destruction. In either case, the magic that infuses their blood lends itself to combat, and many entropists are experts at breaking down the fortifications of their opponents and denying them healing.
Touch of Entropy
Starting at 1st level, your touch destroys non-organic matter. If the nonmagical object isn’t being worn or carried, you can choose to cause your touch to destroy a Tiny object at 1st level, a Small object at 5th level, a Medium object at 9th level, a Large object at 13th level, and a Huge object at 17th level. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw against your spell save DC to avoid your touch. If the object touched is a non-magical weapon being carried, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. If the object touched is either a nonmagical armor or a nonmagical shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
Aura of Entropy
Starting at 1st level, you emanate an aura of entropy that interferes with the natural order of reality. The radius of your aura is 5 feet at 1st level, but increases to 10 feet at 6th level, 15 feet at 11th level, and 20 feet at 16th level. Within your aura, objects cannot be repaired (ex.: by mending spell). Additionally, all healing effects are hampered by your aura and require a DC 10 Constitution saving throw to function.
Starting at 6th level, your aura of entropy also dissolves organic flesh. Each creature you choose in your Aura of Entropy must succeed on a Constitution saving throw against your spell save DC or lose a number of hit points equal to 1d4 + your spellcasting ability modifier at the start of each of its turns. While the creature remains in your aura, its body continues to dissolve, and the creature continues to lose hit points at the start of its turns unless it succeeds on the Constitution saving throw. On a successful save, the creature is immune to this effect for 24 hours.
Resistances to Natural Law
Starting at 14th level, you are partially protected against the flow of entropy. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons. You also gain advantage on saving throws against any spell cast or effects created by lawful creatures. Additionally, you gain advantage against petrification and any other transmutation effect that would change the composition of your body or physical form, like polymorph.
Sphere of Entropy
Starting at 18th level, as an action you can rip the fabric of space and create a swirling void in the multiverse, summoning a sphere of annihilation out of raw entropy. The sphere remains in existence for 1 minute, and you have advantage on rolls to control the sphere. You can’t use this feature again until you finish a long rest.