Sorcerer
Base Class: Sorcerer

Thousands of years before your time, a society of powerful spellcasters dominated an isolated region near your vicinity. A society with such talent and comprehension of magic as to be be almost unrecognisable to those who call themselves archmages today. So great, in fact, that magic became an innate part of their being. You are the direct descendant of such mighty mages as modern "spellcasters" could scarcely imagine.

Elder Arcanum

The magic that flows through your body is ancient and powerful, lusting to break free to a new world. Your flame burns hot as the sun, your lightning crackles with blinding tendrils, your venom intoxicates the very soul. Beginning at 1st level, all your damaging sorcerer spells gain an ancient arcane boost. When rolling damage, treat all your damage dice as one greater, as shown below.

If the damage die of a spell is already a d12, instead that damage roll ignores resistance to that damage, as the magic is so primordial that a portion of it simply passes through the target's defenses as pure mana.

d4 → d6 → d8 → d10 → d12

Spell Stutter

Also at 1st level, the puny magic of other spellcasters struggles to gain a foothold in your being. You have advantage on saving throws against spells.

Eyes of the Ages

At 6th level, your mystic senses awaken, imbued with elder power. You can see in magical and non-magical darkness out to a distance of 60 feet. You can cast the *detect magic* spell at will, without expending a spell slot or verbal, somatic or material components. You can add your Charisma modifier to any Wisdom (Perception), Intelligence (Investigation) or Intelligence (Arcana) check you make as long as you can see the subject.

Additionally, you can spend 10 minutes meditating in a location, gathering information of the weave around you and its past. When you are finished, you gain the knowledge of any magical events that happened within 60 feet of the spot you meditated in in the last 10 days, including use and identity of magic items and spells and spellcasters passing through the area. Once you use this feature, you can't use it again until you finish a long rest.

Ancient Thesis

When you reach 14th level, your mind starts to assimilate more and more ancient information hidden and forgotten within yourself. After mastering those skills and tricks, the line that define your limits become blurry, extending beyond human comprehension. You gain a number of extra sorcery points equal to your Charisma modifier (minimum of 1).

You can now use more than one metamagic feature on the same spell, as long as it’s possible. You also learn one new metamagic feature.

Also at this level, you begin to understand the fundamentals common to all magic, and can use this to replicate spells cast by other mages. Whenever you see a spellcaster cast a spell you don't know, or experience it through your Eyes of the Ages feature, you can spend a sorcery point to learn the spell. It counts as a sorcerer spell for you, and does not count against the number of sorcerer spells you know. Once you cast it, it disappears from your memory, and you must see it being cast again in order to relearn it.

You can have up to three spells learned this way at a time. If you attempt to learn another while you already have three memorised, you must forget one of the others in order to learn it.

Channel the Aeons

Finally, at 18th level, you reach a power close to the mages you are descended from, unbinding from your arcane limits. You understand how to channel all the old magic stored in you for centuries through your spells, to obtain frightening results. As a bonus action, you can spend 10 sorcery points to infuse yourself with that occult energy, powering your next spell with the following effects:

  • The damage dice for that spell are increased twice, instead of once. If the damage die was already a d12, the spell's damage ignores both resistance and immunity.
  • For each sorcery point spent on metamagic options while casting the spell, the spell save DC or the spell attack bonus is increased by 1, to a maximum bonus of +3.
  • The spell's range is doubled.
  • The dimensions of the spell's area of effect are doubled.
  • The spell's damage to structures is doubled.
  • For each creature reduced to 0 hit points by the spell, you regain 1 sorcery point.
  • The spell is considered to have been cast using a 10th level spell slot for the purpose of effects such as counterspell or dispel magic that would oppose the spell's effect.

At the end of each turn that you used this feature, make a Charisma saving throw with a DC equal to 25 - the number of sorcery points you have left. On a failure, you fall unconscious and gain a level of exhaustion, and you can't use this feature again for 1d4 days.

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