Sorcerer
Base Class: Sorcerer

(Some Features of this subclass may not work correctly on D&D Beyond due to the current limitations of the homebrew creation tools.)

In some worlds, the number eight holds great magical significance. Magical rituals are conducted within octagons, ritual circles get separated into eight major sections, eightfold paths, and eight spokes on the magical runes. In these worlds it is a commonly held belief that the eighth child in a family will have a talent for magic. This is not incorrect, but it is only part of the truth. The eighth child of a family will indeed have magical talent, but no more or less than any other person in the world. If that child should then go on to have eight children of their own, then their eighth child will have a remarkable talent for magic and likely will become an arcane practitioner of great skill. But, if, against all odds and reason, that eighth child of an eighth child goes on to have eight children, then their eighth child will be extraordinary.

Because they will be the eighth child, of an eighth child, or an eighth child.

A magical perichoresis.

A source of magic.

A Sorcerer.

Arcane Aptitude

You gain proficiency in Arcana skill, and when you would make an Intelligence (Arcana) check, you use your Charisma instead of Intelligence.

When you gain this feature at 1st level, select two 1st-level spells from any spell list and add them to your spell list. These spells count as sorcerer spells for you, but do not count against the number of spells you know. You gain two additional spells from any class at 3rd, 5th, 7th, and 9th level. These spells must be of a level you can cast. If you choose to replace these spells, they must be of the same level, but can be from any class.

Bend Reality

Beginning at 1st level, you can use your action to conjure an object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 1 foot square, weigh no more than 10 pounds, and its form must be an object that you have seen.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

At 8th level, the size and weight of the object you can create increases to 8 feet, and 80 pounds. At 16th level, the size and weight of the object you can create increases to 16 feet and 160 pounds.

You can use this feature a number of time equal to you Charisma modifier, regaining all uses when you finish a long rest.

Spell Sculpting

At 6th level you gain an even greater ability to alter the magic of your own spells.

When you cast a sorcerer spell of 1st level and higher and the spell deals acid, cold, fire, force, lightning, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell as you cast it.

In addition, when you cast a sorcerer spell of 1st level or higher and the spell requires a saving throw, you can spend 2 sorcery points to change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.

Sorcerous Recovery

Beginning at 14th level, you have discovered the secret of gaining extra magic by powering your spells using your own vital energy.

When you take a short rest, you can spend hit dice and gain back sorcery points equal to the number of hit dice spent.

Metamagical Mastery

At 18th level your ability to alter your own spells grows beyond that of any ordinary sorcerer.

You gain two additional metamagic options and the sorcery point cost of your metamagic options is reduced by 1 (to a minimum of 1).

In addition, you are able to apply two metamagic options to a single spell instead of only one, but the second metamagic you apply does not get the benefit from the reduced cost from this feature.

Sorcerous Origin: Octad Image

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