Sorcerer
Base Class: Sorcerer

The survivors of Confractus Atomi from the Doloman Dominion had irreparable damage done to their genes. Some of their descendants began to show beastial traits, while some began to show innate talent with the weave and manipulating it's magic for their gain.

Metamagic Overload

Starting at 1st level, you can cast a spell for multiple spell slots. When you do so, you may also use a number of additional metamagic uses equal to the level of bonus spell slot expended. If you use less metamagic options than you are able to, you can regain sorcery points equal to the number of options left.

Additional Spells

You gain access to additional spells which deal Radiant and Necrotic damage.

 

Power Surge

Starting at 1st level, you gain the ability to temper nuclear energy in your being. Once per turn, when you deal Radiant or Necrotic damage you may add your Sorcerer Level to the total damage rolled for that effect.

Spell Fission

At 6th level, you gain the ability to use more complex magic for a cheaper resource at the expense of some fuel. If you have a spell which grants extended effects at higher levels, you can cast said spell using a lower-level spell slot provided you follow the rules of spellcasting in reverse. You cannot reduce the effects of a spell below 0, for example in duration, range, or damage.

You may use this feature a number of times equal to 1 + your Charisma modifier per short rest.

Spell Fusion

At 14th level, you gain the ability to merge spell slots to create new slots. As a bonus action, you can expend a number of spell slots equal to your proficiency bonus and add the total levels together. The total may not exceed 9. You regain a spent spell slot of a level equal to the total combined, or the next lowest expended slot if none are spent.

You may use this feature a number of times equal to 1 + your Charisma modifier per short rest.

Critical Mass

Beginning at 18th level, when you expend your highest level of spell slot you may choose to forego damage rolls in exchange for dealing maximum damage. This spell cannot benefit from critical hits, but can be affected by resistances and vulnerabilities.

Stage 1: After using this feature once, you gain a level of exhaustion and can no longer cast cantrips. This effect is removed with a long rest.

Stage 2: If you use this feature while you are at Stage 1 you gain a second level of exhaustion and your Constitution Modifier and Armour Class are reduced by 2. Completing a long rest puts you back to Stage 1.

Stage 3: If you use this feature while at Stage 2, any damage you take instantly takes you down to 0 hit points. You may still receive healing. Completing a long rest will set you back to Stage 2.

Stage 4: If you use this feature while at Stage 3 the effects become permanent and you begin to decay. You die in 1d4 days. You can no longer recover spell slots. This cannot be prevented.

Previous Versions

Name Date Modified Views Adds Version Actions
8/20/2024 7:33:09 PM
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