Base Class: Sorcerer
While most sorcerers gain their power from their circumstances, you have earned yours.
Born with no magic, you have acquired your power by experimenting on yourself.
Your power progresses as you learn and investigate more of the world and magic around you.
Genetic Assimilation
Starting at 1st level when you kill a monster of CR 1/2 or lower (except undead and constructs) you can spend 1 hour inspecting its form and aquire the Damage Resistances, Damage Immunities, Condition Immunities or Senses. You may only choose one set.
For every 2 more levels in this class, the CR of monsters this affects goes up by 1/2.
You can choose to permanently sacrifice 1 Sorcery Point per CR level, rounded down, to learn one of its abilities that isn't a spell.
Expanded Spell List
Synthetic Sorcerers get access to the following expanded spell list
|
Synthetic Spells |
||
|---|---|---|
| Sorcerer Level | Spells | |
| 1st | Identify, Inflict Wounds | |
| 3rd | Aura of Vitality, Life Transference | |
| 5th | Awaken, Contagion | |
| 7th | Simulacrum | |
| 9th | Shapechange | |
Intuitive Understanding
Starting at 6th level, when you are the successful target of a spell or spell effect you can choose to learn that spell and add it to your spell list. You gain the ability to learn one extra spell at levels 10, 14 and 20 and can only cast said spell once per long rest. You can choose to learn a new spell by this method at any time, but most unlearn the previously learned one.
Field Adaptability
At 14th level, on your turn, you may use a reaction to replace your saving throw bonuses with the ones of another creature you can see. It lasts until the end of your next turn.
Degenerative Magic
At 18th level, if you successfully save against an attack, effect or spell that doesn't require a weapon, you gain the ability to use it as a bonus action until the end of your next turn without expending any resources.
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