Base Class: Sorcerer
The Savant is an expert of manipulating magic, both from friend and foe alike. Sorcery and metamagic options become more readily available to them then other sorcerers.
Based on your Savants background, they may use either Charisma or Intelligence as their spellcasting ability.
Mana Tap
As an action you may make a melee spell attack. On a successful hit, the target takes 1d10 + your Intelligence modifier as Force Damage, and you regain 1 Sorcery Point.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at level 10th level, Mana Tap instead regains 2 Sorcery Points, and at 18th level restores 3 Sorcery Points.
Spelltwist
At 6th level, your mastery of metamagic allows you to twist the magic of spells around yourself. When you see a creature cast a spell within 30 feet of yourself, you can use one of your Metamagic options on it as a reaction, choosing any new targets. If the caster is unwilling, make an Intelligence save with DC = 10 + the spell's level. On a success, you affect the creature's spell with your Metamagic. This expends sorcery points as if you had cast the spell, even if you fail to affect it with your Metamagic.
Overload
Whenever you spend Sorcery Points on a Metamagic Option on a spell, you may have that spell be treated as if it was cast at one level higher.
Arcane Eruption
Once per short rest, when you spend your last Sorcery Point you cause an eruption of force. Each creature within a 10 foot radius of you, must make a Strength check against your spell save DC or be thrown 10 feet away from you. In addition, on a failed save that creature takes 1d8 Force damage per your Sorcery Point maximum, or half as much on a successful save.
Previous Versions
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4/25/2022 4:54:48 AM
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