Base Class: Sorcerer
Synergists are rare casters that have, through one way or another, found themselves directly linked to the weave. Many have tried and failed to harness the weave for its raw magical powers, and yet those born with the ability to Synergise find themselves almost driven to its touch, to "Synergise" with it, if you will. These casters learn the true limitless potential of the weave, and its influential power to shield others and enhance their capabilities. Even those barren to magic can be fueled with the weave when a Synergist is there to harness it.
Synergist Magic
You learn additional spells when you reach certain levels in this class, as shown on the Synergist Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
| Synergist Spells | ||
|---|---|---|
| Sorcerer Level | Spells | |
| 1st | Sanctuary, Shield Of Faith | |
| 3rd | Aid, Lesser Restoration | |
| 5th | Beacon of Hope, Revifify | |
| 7th | Private Sanctum, Death Ward | |
| 9th | Greater Restoration, Mass of Cure Wounds | |
Synergistic Semblance
Your ability to alter the weave has granted you access to the Synergist, a rare form of magic with unique properties and effects. When you gain this feature, you learn two Synergist Abilities of your choice (See "Synergist Abilities" below). You gain an additional Synergist Ability at the following levels: 5th, 9th, 13th, and 17th. Each option also improves when you become 18th level in Sorcerer.
Bar Element
As a reaction, when an ally within 30ft (other than yourself) is hit with an attack dealing either fire, cold, lightning, acid, thunder or poison damage, you can spend 1 sorcery point to target that ally, giving them resistance to the triggering element damage until the start of your next turn. At 18th level, you also gain resistance to the triggering element until the start of your next turn.
Empowered Strikes
As an action, you can spend 1 Sorcery point to Empower an ally (other than yourself) up to 30ft away; until the start of your next turn, their attacks deal an additional 1d8 Force damage. At 18th level, the Damage increases to 2d8 Force damage.
Fleetera
As a bonus action, you can spend one sorcery point and target any ally within 30ft (other than yourself). Until the start of your next turn, the target's movement speed is increased by 10ft. At 18th level, the targets movement speed is increased by an additional 10ft, and they do not provoke attacks of opportunity until the start of your next turn.
Imperil
As an action, You can spend 2 Sorcery points to target an enemy within 30ft. That enemy makes a constitution saving throw, using your Sorcery Spellsave as the DC. On a success, nothing happens. On a fail, that target has disadvantage on one saving throw of your choice, until the start of your next turn. At 18th level, the targets movement speed is halved until the start of your next turn if they succeed the save, and reduced to 0 if they fail the saving throw.
Protega
As a reaction, when an ally (other than yourself) within 30ft of you is hit with an attack, you can spend 1 Sorcery Point to target that ally and give them resistance to bludgeoning, piercing and slashing damage until the start of your next turn. At 18th level, you also gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn.
Weave Ward
As an action, you can spend 2 Sorcery Points to Enhance an ally's defence (other than yourself), granting them +2 AC until the start of your next turn. At 18th level, the target also gains a +2 to all saving throws until the start of your next turn.
Empowering Weave
Beginning at 1st level, you learn how to harness the Weave to empower your allies, creating fluid strikes and powerful wards for your team. Once per turn, when you spend 1 or more sorcery points to activate a Synergist ability as an action, you can cast a cantrip as a bonus action.
Mediguard
Beginning at 6th level, you gain access to Mediguard, a nurturing form of weave energy that allows you to cure allies of wounds inflicted.
You gain a number of dice equal to half your sorcerer level (rounded down) known as "Medipool". As a bonus action, you can roll a number of these dice equal to your proficiency bonus, healing an ally (other than yourself) within 30ft of you for the total amount rolled.
At 6th level, the dice are d6s. At 11th level, they increase to d8s, and to d10s at 17th level.
Harmonious Synergising
Beginning at 14th level, you learn to co-exist amongst the weave, creating fluidity throughout and bolstering your allies around you.
Once per turn, whenever you spend one or more synergist points to activate a Synergist ability, you can target an additional ally within 30 feet of the original target without paying the sorcery point cost.
In addition, whenever you heal an ally with MediGuard, you gain the same amount rolled as temporary hit points.
Escalated Synergy
Your access to the weave becomes unparalled, as you are able to hold vast amounts of energy unlike ever before.
Beginning at the 18th level, your maximum amount of Sorcery Points increases by your Charisma Modifier.
In addition, your maximum amount of "Medipool" dice increases by your Charisma Modifier. Once per turn, you can spend 3 "Medipool" dice to cure an ally within 30ft of you of one of the following conditions: charmed, frightened, blinded, poisoned or paralysed.
Previous Versions
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4/29/2024 3:11:22 PM
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