Sorcerer
Base Class: Sorcerer

You are a rare accident on the weave, having a special connection to it and managing understand it on a deeper level, while most magic users can only tap into it to cast their spells, you can weave the very properties of your magic like a work of art, your only limitation is your own creativity as you show to the world what you understand as true beauty.

Reweave

Whenever you cast a spell that deals Fire, Cold, Acid, Poison, Thunder or Lightning damage you may spend sorcery points equal to half of the spells level (rounded down, minimum of one) to add another of the damage types from the list to the spell, changing any number of the spells damage dice to the new damage type. You can add Force, Psychic, Radiant and Necrotic damage to the list when you spend one additional sorcery point.

For example:  You cast a fireball spell at third level, you chose to spend one sorcery point to add thunder damage to the spell and change four of the damage dice into thunder damage. At this point the spell would deal 4d6 fire and 4d6 thunder, but lets not stop here. You then chose spend two more sorcery points to add radiant damage to the spell, changing the other four damage dice into radiant damage. Now you have a light bomb.

Lasting experience

Whenever a creature is damaged by a spell you modified, it suffers an additional effect from each damage type it took damage from in the order that you chose. If the spell requires the targets to make a saving throw, the effect only applies on a failed save.

DAMAGE TYPE Effect

Fire

The target catches on fire, taking 1d4 fire damage on the start of each of its turns until it uses a bonus action to put it out 

Cold

The target's speed is reduced in 10 feet until the start of your next turn

Acid

The target takes an additional 1d6 acid damage on the end of the turn

Poison

The target becomes poisoned until the end of your next turn

Lightning

The target can't take reactions until the start of your next turn

Thunder

The target is knocked prone

Radiant

The target has disadvantage on attacks that rely on sight until the start of your next turn

Necrotic

The target cant regain hit points until the end of your next turn

Force

The target is pushed 5 feet in a direction you chose

Psychic

The target has disadvantage on wisdom and intelligence checks and saving throws until the start of your next turn

perfectionist's touch

Starting at 6th level, when a creature you can see within 30 feet casts a spell, you can use a reaction to use your "Reweave" feature on the spell. You can use this feature a number of times equal to your charisma modifier. You regain all spent uses after a long rest.

Redirect weave

At 14th level, you gain the ability to cast counterspell once per long rest. This still uses a spell slot, but doesn't count against your number of spells known.

When you use counterspell through this feature you regain a number of sorcery points equal to the level of the spell you countered.

Masterpiece

Beginning at 18th level, when you modify a spell, you can add or subtract a number of damage dice to the spell equal to the amount of different damage types the spell deals.

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