Base Class: Sorcerer
Every living being possesses some amount of magical power, and sometimes individuals are born with the power to tap into this power. Solidarity Sorcerers can manipulate not only the magic within themselves, but also within those around them, enabling them to support their allies or disrupt their enemies. These kinds of sorcerers are most powerful when working with allies, but are still fairly capable on their own.
Mystic Mimic
By observing and mimicking the flow of magic within another creature as they cast a spell, you can cast spells you normally wouldn't have knowledge of. If you maintain contact with a willing creature as it casts a cantrip or 1st level spell for the full duration of the casting, you can add that spell to your spell list. This spell is treated as a Sorcerer spell for you, but does not count against the number of spells known.
At level 5, you can also learn one 2nd level spell in this way, as well as a 3rd level spell at level 9, a 4th level spell at level 13, and a 5th level spell at level 17.
Only one spell of each level can be memorized at a time; copying another one causes you to forget the previous one.
Eldritch Chambering
By manipulating the magical energy within a living creature, you can place the energy for casting a spell within it. When casting a spell, you can choose to maintain contact with a willing creature for the duration of the casting. When the casting is finished, the spell slot and consumable material components are expended as normal, but the spell is not cast; instead, the prepared energy is placed within the target creature. That creature can then, as an action, use that energy to cast the spell for free, assuming it is not under an effect that would prevent spellcasting, such as a Barbarian's Rage. The spell is treated as if the target creature cast it, but if the spell uses a spellcasting modifier or spell save DC, it uses what yours was at the time that the chambering was used.
Metamagic cannot be used when chambering the spell, though if the target creature is capable of using it, it can be used as normal when releasing the spell.
This energy will disperse after 12 hours if not used. Only one spell at a time can be chambered in this manner; chambering another causes any previously readied spells to disperse.
Amity Ward
Starting at 6th level, by maintaining contact with a willing creature for 30 minutes, you can familiarize yourself with their signature energy flow and protect yourself from being caught in their spells. You gain advantage on saving throws against spell effects from spells cast by such a creature; in addition, if such a spell does half damage on a successful save, you instead take no damage on a successful save, and half damage on a failure.
If a creature becomes hostile towards you, its energy flow will change, and you will no longer be protected from its spells. Even if the hostility ends, you must redo the familiarization process.
Magic Disruption
At 14th level, you gain the ability to disrupt the flow of magic in another creature, interfering with their ability to cast spells. As an action, choose a creature within 30 ft that you can see. That creature must make a CHA saving throw against your spell save DC; on a failure, the creature's energy becomes disrupted, and for the next hour, it must repeat the saving throw every time it attempts to cast a spell. On a success, the disruption is ended; on a failure, the spell fails to cast, and its spell slot is wasted.
After using this feature, you must complete a long rest before using it again.
Arcane Siphon
Beginning at 18th level, you have become adept enough at manipulating energy that you can even use the energy of others to cast your spells. When you cast a spell of 8th level or lower, you can select another creature within 30 ft that you can see. That creature either loses a spell slot of the same level as the spell you cast, or, if it does not possess such a spell slot, it takes 2d6 necrotic damage per level of spell you cast, ignoring resistances and immunities. If the creature takes enough damage in this manner to reduce its hitpoints to below 0, you end up with insufficient energy, and must use your own spell slot, or the casting fails. Otherwise, you cast your spell without expending your own spell slot (components must be provided as normal). If the creature is unwilling, it may make a CHA saving throw against your spell save DC to resist the effect. On a success, it is unaffected, and your spellcasting fails unless you decide to use your own spell slot. A non-hostile creature that chooses to make this saving throw automatically succeeds.
After using this feature, you must complete a long rest before using it again.
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