Sorcerer
Base Class: Sorcerer

You have been infused with the raw energy of magic called spellfire.  

Raw Magic

You tap directly into the raw energies of the cosmos, a wellspring of magic called spellfire. Your link to this raw magical energy allows you to learn arcane and divine spells. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, you learn the spells cure wounds and eldritch blast. These spells are sorcerer spells for you, but they do not count against your number of sorcerer spells known. 

 

Spell Sight

At 1st level, the spellfire coursing through you gives you insight into the structure and flow of magic.  By spending 1 sorceror point you can cast detect magic without using a spell slot and without any verbal, or somatic components. 

Absorb Magic

At 6th level, whenever you successfully end a spell with dispel magic or counterspell, you gain a number of sorcerer points equal to the spells level.  Your sorcerer point total cannot exceed your level plus your constitution modifier.  Any points received beyond this total are lost. Once you use this feature, you can’t use it again until you finish a short or long rest.

Crown of Spellfire

Starting at 14th level, you can use your action to unleash the spellfire within yourself, causing your head to be wreathed in a crown of silver fire and silver flames to race across your body.

The crown consumes 3 sorcerer points to activate and can be maintained by spending 1 sorcerer point each additional round.  The effect lasts as long as you have sorcerer points or until you end it as a bonus action.  While this effect is active you shed bright light in a 10-foot radius and dim light for an additional 10 feet.  Also, while the crown is active, whenever you start casting a spell of 1st level or higher, raw magical energy erupts from you. This eruption causes creatures within 10 feet of you to take fire or force damage (choose each time this ability activates) equal to half your sorcerer level.  If the spell deals damage to a target, the target takes the extra damage even if it is more than 10 ft away.  If the spell affects more than one creature, choose one target to take the extra damage.  While the crown is active you have advantage on saving throws against magic and gain one extra use of your absorb magic class feature.

Spell Soul

At 18th level, spellfire suffuses your body, healing your wounds and granting you resistance to raw magic.  You are resistant to fire and force damage.  When you use your Absorb Magic ability you also gain hit points equal to four times the spells level.  In this way you can gain temporary hit points equal to your sorcerer level.  Also you gain one additional use of your absorb magic ability before needing to rest.

 

Previous Versions

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