Sorcerer
Base Class: Sorcerer

Gifted sorcerers posses tremendous amounts of arcane energy, exceeding that of most other sorcerers. Their arcane potential is limitless but successfully channeling all this energy is a life long struggle. 


 

As a gifted sorcerer you have an intuitive understanding of magic and with sufficient concentration you are able to cast almost any spell you can think of. However, the vast amount of raw arcane energy within you is dangerous. If you fail to channel this energy into spells in a controlled manner, your own powers may backfire upon you. 

 

The gifted

 

Tremendous arcane potency

Starting when you choose this origin at 1st level, the arcane world holds little secrets for you. An event in your past, whether it were intentional or by chance, left you with tremendous arcane potency. The limit of your magic is your own imagination. You subconsciously know all spells and have the potential to use them. Will you be able to wield the arcane energy that resides within you or will it consume you?  

  • You know all cantrips and spells in the sorcerer spell list.
  • You have access to all spell slots of a level 20 sorcerer.

—Spell Slots per Spell Level—

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

4

3

3

3

3

2

2

1

1


Curse of the prodigy

You can feel the arcane energy which resides within you is all to eager to come out and materialize. If it comes out in an uncontrolled manner it may backfire causing severe damage upon yourself, leaving you vulnerable.
Whenever you cast a cantrip or consume a spell slot, you must pass an Arcana check with a DC of 6 + 2 * spell level. If you fail on this check, you take the spell level * 1dX as force damage and you are stunned until the start of your next turn where X depends on the spell level. For cantrips, consider spell level = 0. (see table: X per Spell Level)

Need for meditation 

Tapping into your magic is overwhelming and if done carelessly it may consume you. After successfully casting X spells where X is 2 + 2 * proficiency bonus, you are mentally exhausted. You should perform a short rest to remove this condition. You may cast spells while being mentally exhausted  at the cost of taking 1dX force damage where X depends on the spell level (see table: X per Spell Level).

—X  per Spell Level—

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

X

4

4

4

4

4

6

6

8

8

10

 

Over the edge

Starting at the 6th level, you can push yourself to the edge of your abilities and channel arcane energy that would under normal circumstances consume you. But be ware, while channeling such vast amounts of raw arcane energy you can not afford to have it backfire...   

Before you make an arcana check , you can choose to add 1d4 to the roll but take twice the outcome of this d4 as force damage. If you fail a spell, after making use of this feature, you are unconscious.

At the 11th level you may add an additional 1d4 to the roll for a maximum of 2d4.

At the 17th level you may add an additional 1d4 to the roll for a maximum of 3d4.

Arcane veil

Starting at the 14th level, you become shrouded in pure arcane energy that is steadily seeping from the pores of your body. This arcane veil protects you from incoming magical attacks. You have advantage on saving throws against spells of level equal to or less than the level of your highest available spell slot. The veil is clearly visible in the dark as it emits a dim light. Through intent concentration you can suppress the arcane veil.

 

Arcane alteration

Having reached the 18th level, your magic has become so strong that it affects all other magic surrounding you. As a reaction, you can spend double the required number of sorcery points to apply metamagic to spells cast by other creatures (ally or foe) that are within 30 feet of you. 

 

e.g.

A wizard near you casts disintegrate (spell level 6).

You may spend 2*6 sorcery points to twine the disintegrate onto an additional target.

 

OPTIONAL:

If your DM agrees it you can create a homebrew metamagic feat and add it to your earned feats.

e.g.

exploding spell

You may spend 2 sorcery points and cause a ranged spell attack to explode upon on impact, dealing additional dmg to the target equal to your spell attack bonus. All creatures within 10 feet must make a dexterity saving throw against your spell save DC. On a failed save they take damage equal to your spell attack bonus.

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