Sorcerer
Base Class: Sorcerer

There are two major types of creations: "genetic accident", the uncontrolled, unexpected and disastrous alteration of a species; and "planned genetic alteration", the focused, premeditated and unexpectedly dangerous. Whether controlled by magic or science, a genetic creation's true power is contained within.

Genetic Magic

1st-level Genetic Creation feature

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the druid, sorcerer, or warlock spell list.

Genetic Spells
Sorcerer Level Spells
1st longstrider, mage armor
3rd barkskin, enhance ability
5th gaseous form, vampiric touch
7th polymorph, stoneskin
9th antilife shelltelekinesis

Phenotypical Fixation

1st-level Genetic Creation feature

You are quite familiar with focusing on a singular magic source. When you, or an ally within 10 feet of you, fails a constitution saving throw to maintain concentration, you can use your reaction to add your Charisma modifier to the roll, potentially turning a failure into a success. You can use this feature a number of times equal to your proficiency bonus, once you have expended all charges, you cannot use this feature again until you finish a long rest or spend an amount of sorcery points equal to the level of the spell being concentrated on.

Recombinant Casting

6th-level Genetic Creation feature

Your body has been exposed to an immense amount of raw arcane energy allowing you to change a spell's saving throw type. When you cast a spell that forces a target to make a saving throw, you can spend an amount of sorcery points equal to the spell's level, and roll on the on the Saving Throw Type Table to change the saving throw type. For example, the third level, fireball spell requires a target to make a DEX saving throw, utilizing Recombinant Casting, you could spend 3 sorcery points and change it to the result you rolled on the table.

Additionally, you can spend an additional 2 sorcery points to roll twice and use either number.

d6 Saving Throw Type
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Epistatic Negation

14th-level Genetic Creation feature

You sorcery is not necessarily, peaceful, when interacting within another being's arcane power. Once per long rest, you can cast the Antimagic Field spell without expending a spell slot or requiring material components. A chosen number of creatures up to your Charisma modifier (minimum of one creature) are unaffected.

Once you cast this spell, you can’t cast it again until you finish a long rest, or you spend 8 sorcery points to use it again.

Mitotic Concentration

18th-level Genetic Creation feature

Your form is able to hold steady grips on multiple concentration requiring spells. You may concentrate on up to 3 spells. To cast a concentration spell while you already have one active, you must pass a Constitution saving throw. The DC equals, 8 + the sum of the spells' levels. If you fail this saving throw you must drop concentration on any previous spell, and lose the spell slot of what you were attempting to cast.

While concentrating on more than one spell, if you fail a saving throw to maintain concentration, you lose all active concentration spells and gain a level of exhaustion for each spell you were concentrating on.

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