Base Class: Sorcerer
Your magic comes from the tight net of springs that the weave has shaped itself into inside your body. These springs make magic a physical act and allows you to use magic to bend or break the laws of motion. Many Bouncerors see magic as a physical bending of the world, and less like an area of study or a natural expression of the body.
Kinetic Weaver
At 1st level, your spellcasting ability changes from Charisma to Dexterity, because the weave is wound in you in such a way it is more of a physical, than mental task. In addition your body itself can count as an arcane focus for you.
Second Law Thirded
The constant shifting in you body allows you to break the laws of motion to your advantage. At 1st level you gain an unarmed attack dealing 1d4 which you use with your dexterity instead of strength. When you hit a target with this attack you can forgo dealing damage to instead push the target a number of feet equal to 5 times your proficiency bonus in a direction of your choosing.
Momentum Flow
Starting at 6th level, when you fall you can use your reaction to store the fall damage you would have taken, negating it. You can release this damage by hitting a creature with an unarmed melee attack, dealing the fall damage you would have taken. If you do not release the damage before the end of your next turn, you instead take the same amount of force damage, as you would have fall damage.
Counterblow
At 14th level, you gain the ability to throw strikes back at your opponents. When you are hit with a melee attack you can use your reaction to deal bludgeoning to your attacker, equal to half the damage you took from the triggering attack. In addition to the damage, you also push them 30 ft. away from you in a direction of your choosing and knock them prone. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses on a long rest.
Constant Bouncing
Beginning at 18th level, you gain the ability to supercharge your magic springs and start constantly bouncing. As an action on your turn you supercharge your springs, gaining the following benefits for 1 minute:
- Your walking speed is increased by 15 ft.
- You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks to move or jump.
- You can take the Dodge action as a bonus action.
- When you roll for fall damage if you roll a 1 or a 2 you can reroll the dice, keeping the new result.
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