Base Class: Sorcerer
A spellcaster that uses their deep attunement of the arcane to see and conjure forth and manipulate the raw essence of spells to their whim. Using their hands to pluck the ley threads from around them, they construct and redefine the magic that is cast around them. Supporting other spellcasters and disrupting enemy casters, controlling the nuances of the spells erupting from their own fingertips and using the latent magic around them to help navigate to safety.
Arcane Sight
The weave of the world has imprinted itself upon you, taking away your faculties of sight but granting you arcane sight. You can see the magic in the world within 120ft, effectively giving you perfect vision within that range, but hindering you with complete blindness outside of it or in areas devoid of magic. Within that 120ft, you can detect magic at will.
Additionally gain proficiency in Perception. If you already have proficiency, gain expertise.
Runic Spells
When you reach a Sorcerer level specified in the Runic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Mage Hand, Shield, Absorb Elements, Scorching Ray, Mirror Image |
| 5 | Counterspell, Dispel Magic |
| 7 | Phantasmal Killer, Dimension Door |
| 9 | Wall of Force, Circle of Power |
Redefine
Upon reaching 6th level, you gain the ability to alter spells that have been cast around you to your whim. Using your reaction you may apply a metamagic option to any spell cast within 10ft of you.
Rune Chain
Your careful hand movements grant you the ability to sneak in a quick spell alongside a regular spellcast. Starting at 14th level, you gain the ability to additionally cast a cantrip as a bonus action whenever you use your action cast any spell.
Additionally, gain proficiency in Sleight of Hand. If you already have proficiency, gain expertise.
Runic Transfer
Your swift casting motions allows you to shift the concept of the self within the weave to someone nearby. Upon reaching 14th level, you gain the ability to target allies within 10ft with spells that normally can only be cast on self.
Scribe
You may channel your magic for greater effect. Upon reaching 18th level, you gain the ability to channel any spell to be cast at a 9th level by spending 5 sorcery points as well as the rest of your turn. While channeling this ability, you forgo the ability to move, use bonus actions or reactions until the start of your next turn. Using this ability requires concentration, losing concentration the spell being channeled will be lost in addition to the spell slot that is being used to cast the spell. Using this ability requires your full focus and includes full body movement and chanting.
Leyline Shimmer
Your understanding of the runes that make up the arcane forces that drive the world allow you to inscribe yourself with magic altering sigils. Upon reaching 18th level, you may use your reaction to send out a magical pulse that disrupts the weave around you and nearby allies, creating a protective barrier from harmful spells. As a reaction, you may grant yourself and allies within 10ft protection against enemy spells that require a saving throw. When you or your allies within the range of Leyline Shimmer's area of effect are subjected to a saving throw, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Previous Versions
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