Base Class: Sorcerer
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Performative Grace
Starting at 1st level, channelling your sorcerous powers imbues your movements with a chaotic grace. Whenever you cast a spell, gain a bonus to your AC and DEX saving throws equal to your proficiency bonus until the start of your next turn. If you cast the same spell twice before casting a number of unique spells equal to half your proficiency bonus, that spell does not grant Performative Grace. The bonuses end immediately if you are stunned or incapacitated.
Creative License
Your artistic vision reaches beyond the usual bounds of sorcerous Metamagic. You gain access to additional Metamagic options, and can choose 2 of the expanded Metamagic options provided by the subclass. These are on top of your normal Metamagic from sorcerer class. You can choose expanded Metamagic at 3rd, 10th, and 17th level. These expanded options can be changed after long rest.
Barbed Spell
When you cast a spell, you may spend 2 sorcery points to cause affected targets to receive damage equal to your proficiency bonus for every 5 feet they travel. This effect triggers when a creature fails their save against the spell. If the spell does not have a save, the creature must make CON save against the effect. The effect lasts for 1 minute or until affected creatures succeed on a CON saving throw, which they may roll at the beginning of each of their turns.
Centrifugal Spell
When you cast a spell that affects an area of a cube, sphere, or cylinder, you may spend 2 sorcery points to move affected creatures to the perimeter of the spell area. This effect triggers when a creature fails their save against the spell and this movement does not trigger attacks of opportunity and this movement does not trigger attacks of opportunity.
Centripetal Spell
When you cast a spell that affects an area of a cube, sphere, or cylinder, you may spend 2 sorcery points to move affected creatures to the center of the spell area. This effect triggers when a creature fails their save against the spell and this movement does not trigger attacks of opportunity.
Dazzling Spell
When you cast a spell, you may spend 2 sorcery points to blind affected creatures until the end of your next turn on a failed CON saving throw.
Ensnaring Spell
When you cast a spell, you may spend 1 sorcery point to reduce the movement speed of affected creatures by half until the end of your next turn. This effect triggers when a creature fails their save against the spell or when you land said spell.
Focused Spell
When you cast a spell that affects an area, you can spend 1 sorcery points to cause target creatures within the center half (for spheres, cubes and cylinders) or closest half (for cones and lines) of the affected area to receive additional damage equal to your Sorcerer level.
Forceful Spell
When you cast a spell that deals damage, you may spend 1 sorcery point and cause affected creatures to be pushed back up to 15 feet away. This effect triggers when a creature fails their save against the spell. If you use a spell attack, the targeted creature needs a STR save. Additionally, you are also pushed back up to 15 feet. This movement does not trigger attacks of opportunity
Hastened Spell
When you cast a spell that has a casting time of 1 action, you can spend 3 sorcery points to change the casting time to 1 bonus action for this casting, as well as not count as a spell for the purposes of the limit of 1 spell per turn. If you moved on your round, this metamagic cannot be used and upon use your movement is 0 till the start of your next turn.
Leaping Spell
When you cast a spell with a casting time of 1 action or bonus action, you may spend 1 sorcery point to leap up to 15 ft into the air and 30 ft away to an unoccupied space you can see before or after the spell is cast. Incompatible with Lunging Spell.
Loaned Spell
When you cast a spell, you may spend 1 sorcery point to cast the spell as though you occupy the space of a willing creature you can see. This does not work with touch spells and the range is 60ft.
Lunging Spell
When you cast a spell, you may spend 1 sorcery point to move up to 15 feet in a straight line before or after the spell is cast. Creatures whose space you pass by take damage equal to your sorcerer level. This works only with damaging spells and the dmg is same type as the spell.
Piercing Spell
When you cast a spell, you may spend 2 sorcery points, the spell completely ignores all cover. This metamagic compatible only with AoE spells.
Radial Spell
When you cast a spell that affects creatures in a line or cone, you may spend sorcery points equal to the spell’s level to change the area affected to be a sphere centered on you with a radius of half the original range of the spell, up to 10 times the spell level in feet. When cast, the player may choose to not be affected by the spell.
Shattering Spell
When you cast a spell that deals damage, you can spend 3 sorcery points to double your damage on objects. If fails a save against the spell and is it creature is holding a shield or wearing armor, their AC is lowered by two.
Splintering Spell
When you cast a spell that affects creatures in a line, you may spend sorcery points equal to the spell’s level to change the area affected into a cone. The size of the cone is a half of the length of the original size of the line.
Arcane Inspiration
Starting at 6th level, your creative vision is so vivid and detailed that only a momentary reminder is required to bring the spell to life. At the end of a long rest, choose a number of spells equal to your proficiency bonus. These can be any spells from wizard or bard spell list. These spells are your Arcana and can be cast with Flexible Casting using your sorcery point maximum (cantrips count as costing 1 sorcery point for the purposes of including them as Arcana). You may cast these spells without consuming a spell slot a number of times equal to your proficiency bonus, so long as you use a spellcasting focus.
Sublime Flourish
Starting at 14th level, your artistic flair reaches new levels of brilliance. You may choose 1 Metamagic option to be automatically added to every casting of each of your Arcana. For the purposes of the 1 Metamagic option per casting rule, this use of Metamagic does not apply. The Metamagic options chosen to be automatically added to each Arcana casting can only be changed on a long rest.
Also at 14th level, as long as your Performative Grace is active, the cost of Metamagic for Arcana is lowered by 1.
Magnum Opus
At 18th level, you gain the ability to string successive artistic flourishes into a fleeting, artistic masterpiece. At the end of a long rest, designate one of your Arcana as your Signature Arcana. When cast, a free use of Empowered Spell is added to your existing choice of free Metamagic that is granted by Sublime Flourish. Neither Metamagic use counts towards the limit of Metamagic use per casting. When your Signature Arcana is cast after casting all of your Arcana at least once within 1 minute, your next Signature Arcana will be cast as your Opus Magnum and gain an additional Metamagic use specific to Opus Magnum casting. Your Opus Magnum Metamagic must also be chosen at the end of the same long rest and cannot be changed until the next long rest.
Accelerated Signature. When you cast an Opus Magnum that requires concentration, you cause the spell effects of a duration equal to your spellcasting modifier to occur this turn.
Mending Signature. When you cast an Opus Magnum, regain a third of your hitpoint maximum.
Volatile Signature. When you cast an Opus Magnum, roll triple the normal dice when dealing damage.
Faultless Signature. When you cast an Opus Magnum, it automatically affects target creatures and deals maximized damage.
Explosive Signature. When you cast an Opus Magnum, increase range and size of area of effect size by 3 times. Additionally, automatically add a free use of Careful Spell.
Persistent Signature. When you cast an Opus Magnum, its spell effects last for 5x the normal duration, up to 24 hours.
Relentless Signature. When you cast an Opus Magnum, recover a use of each of your Arcana. Additionally, you and up to 3 + CHA number of creatures you can see have their movement speed doubled for up to 1 minute.
Previous Versions
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