Base Class: Sorcerer
Your essence has been touched by the ancient and powerful magics of Netheril. Whether a scrap of the Netherese arcanists' blood manifested in you or you were affected by a relic of the long-forgotten empire, your body itself is attuned to a power most unstable, granting you potentially godlike powers with potentially disastrous consequences.
Legacy of Netheril
When your sorcery first manifests, your magic gains certain unique benefits and drawbacks due to the increased potency of your spells.
Ancient Knowledge. You learn two spells from the wizard spell list. These spells count as sorcerer spells for you, but do not count against your spells known.
Arcane Overload. When you cast a spell or cantrip that deals damage, you can make the damage dealt equal to the maximum damage of the roll, taking 1d6 necrotic damage for each level of the spell (or 1d6 necrotic damage for a cantrip), which cannot be avoided or reduced in any way. You can use this feature for free once per long rest. (See Sorcerous Exertion.)
Sorcerous Exertion. You may attempt to use Sorcerer features that are depleted, at a cost. When you use a Sorcerer feature that you have not yet recovered, you must make a Constitution saving throw against your own spell save DC. On a failure, you take unavoidable necrotic damage equal to twice your Sorcerer level and gain a level of exhaustion. If you succeed, you take half the damage and do not gain a level of exhaustion.
Arcane Attunement
At 1st level, the fragment of Netherese magic inside you awakens, feeding off of external sources of magic. Attuning to magic items takes twice as long for you, but you gain 1d10 temporary hit points every time you finish attuning to one. These temporary hit points last until removed by damage and can be added to other sources of temporary hitpoints, including from other instances of this feature.
Boundless Potential
At 6th level, you learn how to exploit the raw power of your sorcery. Whenever you cast a Sorcerer spell at your maximum spell level, you can spend Sorcery Points to cast it at an even higher level. Each additional spell level costs 2 Sorcery Points. When upcast in this way, your spells can transcend even 9th level.
Basin of Magic
At 14th level, your Netherese power confers several benefits:
Internal Weave. Your Sorcerer spells ignore antimagic fields and Magic Resistance effects. Conditions such as Silenced still affect you.
Create Magic. You can pool your Sorcery Points to replicate a spell. You can choose any spell to cast at any level from 1st to 9th, and make a spellcasting check against a DC equal to ten times the spell's level, where each Sorcery Point you spend adds +1 to your bonus for the check. On a success, the casting functions as normal. On a failure, you take unavoidable necrotic damage equal to the DC of the check, and you may not use this feature again until you complete a long rest.
Godlike Spell
At 18th level, you can tap into the momentary godhood of the Netherese arcanist Karsus to confer great power onto a single spell, once per long rest. When initiated, you must begin concentration on the spell for 3 turns. If you reach the end of the concentration without being interrupted, the spell gains the following benefits.
- The spell does not consume a spell slot.
- All attack rolls involved in the spell are automatically Critical Hits.
- If the spell involved saving throws, you may choose the result for each creature that was forced to make a save.
- The damage or healing of the spell is set to its maximum, and the spell's damage (if it dealt any) ignores resistance, and treats immunity as resistance.
- The range and duration of the spell are both doubled.
- The spell cannot be countered or dispelled.
Once you finish using this feature, or if you are interrupted, roll a d6. A random negative effect occurs:
- All of your remaining Sorcery Points are consumed. If you were interrupted, the casting of the spell fails.
- You take 10d12 unavoidable necrotic damage. If you were interrupted, the casting of the spell fails.
- You suffer a level of exhaustion. If you were interrupted, the casting of the spell fails.
- You are unable to cast spells for a minute. If you were interrupted, the spell is cast at its lowest level.
- You take 5d12 unavoidable necrotic damage. If you were interrupted, the spell is cast at its lowest level.
- You are Stunned until the end of your next turn. If you were interrupted, the spell is cast at its lowest level.
When affected by Sorcerous Exertion, this feature backfires. A random negative effect is rolled as if the feature failed, and the time required for concentration increases by 3 turns for each additional usage of this feature.
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