Base Class: Sorcerer
Your magic comes from an intimate connection to the arcane that exists inside of everything. Sorcerers of this origin have the ability to twist the raw unrefined magic inside everything to harm their enemies and protect their allies.
Raw Magic Spells
Starting at 1st level, you learn the sorcerer cantrip Twist Magic, which doesn’t count against the number of sorcerer cantrips known.
When you reach 5th level in this class, you learn counterspell, which doesn’t count against your number of sorcerer spells known.
Magic Resistance
Starting at 1st level, you gain advantage on constitution saves to keep your concentration on spells when damaged by magic from another spellcaster.
When you take damage of any elemental type (not bludgeoning, slashing or piercing) you can use your reaction to absorb the damage, reducing it by your constitution modifier (minimum of 0 damage). The first damage roll of a spell you cast after using this reaction deals an extra amount of damage of the type you absorbed equal to the amount of damage absorbed.
You can use this reaction a number of times equal to your proficiency bonus per long rest.
Reflecting Magic
At 6th level you gain the ability to twist spells against their casters. As part of the casting of counterspell you can intercept the spell being cast and reflect it back at the creature that cast the spell. When you attempt to redirect a spell, make a constitution check to redirect the spell with the DC being equal to 10 + the spell’s level. If the spell had an area of effect, it is centred on the new target. If the spell requires concentration, you must concentrate to keep the spell active. This feature can’t be used if the spell has a range of self or touch. If you fail the ability check to redirect the spell, then the spell is drawn towards you and takes effect. Any positive effects become inverted and if the spell requires a save to resist the effects, you automatically fail the save.
You can only use this special reaction casting of counterspell a number of times per long rest equal to half your proficiency bonus rounded down, unless you use 3 sorcery points as a bonus action to regain a charge.
Empowered Magic Aura
Starting at 14th level, your control over the magic in other creatures allows you to empower your allies. On your turn you can use your bonus action and expend 6 sorcery points to create an aura of empowered magic. The aura has a radius of 10ft, lasts for 1 minute and requires concentration.
Any allied spellcaster including yourself when inside of the aura can’t roll less than half on any damage roll for a spell. If they do roll under half, that roll is equal to half the max roll on the dice.
The pull of magic caused by creating this aura pulls hostile creatures to target you. When you are concentrating on this aura, enemies have advantage on all attacks against you and must attack you if they are in melee range of you on their turn.
Magical Outburst
At 18th level, you can cause an eruption of magical energy from yourself. As a bonus action when you have no levels of exhaustion, you can roll a number of d8s equal to the number of sorcerer points expended and deal that much damage as force damage to every creature in a 30ft radius including you. Every other creature in this area must make a strength save equal to your spell save DC or be flung back to the edge of this area and fall prone. Succeeding this saving throw causes them to move only 15ft and they don’t fall prone. This movement can’t cause attacks of opportunity. You gain two levels of exhaustion.
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