Sorcerer
Base Class: Sorcerer

Your body has an innate ability to absorb the magical energy of others. You may have been born with this unique feature, or had it inflicted upon you through interaction with some magical artifact. Sorcerers of this archetype are frequently obsessed with acquiring more power, and seek out other magic users in an effort to conquer them, and bolster their own magical energies. The urge can be resisted when necessary, but Arcane Leech sorcerers will frequently act in self-interest, and in doing so, can prolong their magical energies much longer than other sorcerers.

Level 3: Life Drain

At 1st (or 3rd depending on your ruleset) level, you gain a unique spell, which you can cast once per day. No spell slots are expended by this spell. The target must succeed a Constitution saving throw against your spell save DC. If they fail, then they take 2d6 necrotic damage, and you regain 1 sorcery point.  This increases to 3d6 damage at level 5, and 4d6 damage at level 12.

The spell's range is touch, and requires only Somatic components.

 

Additionally, you may make a DC 20 check with your spellcasting modifier every time a magic-user or magical creature is killed within 60 feet of you. On success, you regain 1 sorcery point.

Level 6: Bolstering Spell

At 6th level, you learn a new type of Metamagic. You can spend 3 sorcery points to augment a non-concentration damaging spell into a life-draining spell. After dealing damage, you regain lost hitpoints equal to 1/2 of the damage dealt to a single chosen target.

Level 14: Reapplied Power

At 14th level, the energies you have absorbed have bolstered your reserves of magical power. Your max number of Sorcery Points increases by 5, and you also absorb the latent magical energies remaining after the effects of a hostile spell that effects you, regaining 1 sorcery point.

The spell must directly effect you in some way. A spell which misses a spell attack or fails to effect you on a saving throw does not trigger Reapplied Power. A spell does not need to be a damaging spell to trigger the effect. Healing spells or spells otherwise intended to buff your abilities do not trigger the effect, as the power of the spell already flows into you by its nature. Spells which are capable of effecting you multiple times, such as concentration spells, only give you a sorcery point the first time they effect you. A concentration spell which you were not the initial target of but has been directed to and effected you will trigger the effect.

Level 18: Metamagic Mastery

At 18th level, your exposure to and absorption of multiple different magical styles have given you an understanding of the malleability of magic far beyond that of your contemporaries. Choose any 2 of your known metamagic options- they gain the property that you can now apply them even if you have already applied one other Metamagic option to the spell.
Additionally, you can spend 1 sorcery point to increase the level of a 1st, 2nd, 3rd, or 4th level spell, without expending a higher level spell slot. You can increase the level up to a maximum of level 5, expending, at most, 4 sorcery points to increase a level 1 spell to level 5.

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