Sorcerer
Base Class: Sorcerer

Far back in history, an ancient race created a group of powerful warriors they called the Ma'throids. These warriors had the abilities to drain and use the life essence and magical energies of other beings. The ancient race also created these warriors to withstand almost any attack. These Ma'throids shared their power with others, and soon, there came a group in the population, know as the Ma'throid Blessed, who gained similar power to that of the Ma'throids. Time has passed since then. The ancient race and their powerful warriors are no more. However, there are still some among the worlds today who are blessed by this power. In the ancient days the term Ma'throid meant the "Ultimate Warrior," but in modern times this group is know by a different name; Metroids.

*This Subclass is inspired by Nintendo's Metroid franchise. I do not have access to Xanathar's Guide so the spells Enervation and Life Transference are not available in the character builder.

Ma'throid Magic

You learn additional spells when you reach certain levels in this class, as shown on the Ma'throid Spells table. Each of these spells counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know.

Ma'throid Spells
1st - absorb elements, heroism
3rd - enhance ability, ray of enfeeblement
5th - life transference, remove curse
7th - blight, resilient sphere
9th - enervation, greater restoration

Siphon Life

Starting at 1st level, you gain the ability to leech life with your spells. Whenever you hit with a ranged spell attack of 1st level or higher, you can expend one use of this feature to gain 1d4 temporary hit points per level of spell cast.

Alternatively, as an action, you can expend a use of this feature to give a creature within 15 feet of you temporary hit points equal to half of your sorcerer level rounded up. After doing so, you take necrotic damage equal to the temporary hit points given.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Arcane Absorption

At 6th level, you gain the ability to steal spells, whenever you try to dispel them. Whenever you successfully cast a spell to negate or remove a magical effect of 5th level or lower, you can spend a number of sorcery points equal to the cost of creating that level spell slot. If you do so, you gain the ability to cast that spell, using your spell attack or save DC, once without expending a spell slot. After casting the spell or using the magical effect, you lose the ability to do so, unless it was a spell you could already cast. You can only hold one spell or magical effect at a time with this feature. Stealing another spell or magical effect while you have one replaces the old one with the new. 

Additionally, you can steal magical effects this way. You must spend a number of sorcery points equal to the cost of creating the level of spell you cast to absorb the effect. To apply the effect, you must touch one creature. That creature must make a Constitution saving throw equal to your spell save DC or receive the magical effect, which lasts as long as the effect specifies.

The spell or magical effect you hold starts to fade after you take a long rest. To retain the spell or magical effect after resting make a concentration check, with the DC being 10 + the spell level for a spell, or 10 + the number of sorcery points spent to absorb for the magical effect.

Ma'throid Armor

At 14th level, you have developed the ability to create resistant armor, like the Ma'throid of old. While you have temporary hit points, whenever you take damage, you can use your reaction to halve that damage. However, when you do this, you gain vulnerability to cold and have your movement speed reduced by 15 feet until the start of your next turn.

Life Conduit

Beginning at 18th level, you gain the ability to suck in the energy of those around you and use it to invigorate you and your allies. As an action, you pull lines of energy from each creature of your choice that is within 30 feet of you. Each creature must make a Constitution saving throw (DC equal to your spell save DC), taking 3d10 necrotic damage on a failed save and half none on a success. Afterward, you gain a pool of temporary hit points equal to half of the total damage dealt to all creature to give to yourself and any other creature you choose within 30 feet of you. 

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Previous Versions

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11/12/2021 2:05:40 PM
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