Sorcerer
Base Class: Sorcerer

The soul of some long dead force of magic lives on through you, growing and concentrating your supply of power. In fact, it seems your magic subconsciously protects and enhances your body, fine-tuning every sense and even using other senses to warn you of incoming danger. Your blood seems to glow pure blue when you cast a spell, especially through your eyes.

Infused Mind

You learn additional spells when you reach certain levels in this class, as shown on the Infused Spells table. Each spell 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 an evocation, divination, or transmutation spell from the sorcerer or wizard spell list.

Infused Spells

Sorcerer level     Spells
1st                        Identify, Magic missile
3rd                        Misty step, See Invisibility
5th                        Fly, Counterspell
7th                        Greater invisibility, Dimension door
9th                        Teleportation circle, Wall of Force

Heightened Senses

This feature represents the power granted to your senses through your blood, both making you react faster to the world around you and take in more useful information from every direction.

+3 to your passive perception.
You are not affected by surprise.
Using your other senses such as hearing, you gain a form of "blindsight" to 10 ft.
You have proficiency in investigation. If you already have proficiency in investigation, you
instead have expertise.

Volatile blood

Starting at 6th level, the power in your blood strengthens and grows, reducing stability. Whenever you are hit with a melee attack, this energy bursts out in reaction to the attack and
damages the attacker for 2d6 damage. The damage type is random, and to find it you must roll a d10 on the following table. The damage increases at 9th level(2d8), 13th level(3d8), and 17th level(3d10).

Roll              Damage type
1                  Necrotic
2                  Poison
3                  Acid
4                 Thunder
5                 Psychic
6                 Fire
7                 Cold
8                 Lightning
9                 Force
10               Radiant

As a reaction, you may also choose to draw in this power instead, adding half the damage (and type) it would deal to your next damaging spell. AOE spells and single target spells simply add the damage to any instance of damage the spell would originally deal, while multi-target spells add another target (For example, magic missile cast at 1st level would now summon 4 bolts dealing 1d4+1 force and 1 larger bolt dealing 2d6 of the new type).

Split Concentration

Starting at 14th level, your brain is better optimized for the purpose of magic, allowing both hemispheres to extend power to an individual spell.

You may uphold two concentration spells at once by spending an action on every one of your turns that two concentration spells are upheld. If you use this action in any other way, you must choose one concentration spell to end.

Breach the Dam

Feature granted at 18th level.

In most circumstances, pacing out your energy is the ideal strategy to outlast your opponents. However, if the situation is dire enough, you can instead remove this mental restraint to attempt to escape the battle or ensure a powerful enemy is dead. Once per short rest, temporarily gain another action that may only be used for casting spells and remove the clause that "a leveled spell cannot be cast as a bonus action if a leveled spell was cast as an action and vice versa". Lasts two turns. After the duration ends you cannot use any spell, leveled or otherwise, for one turn afterwards.

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