Sorcerer
Base Class: Sorcerer

In addition to standard multiclassing restrictions, you must have a Constitution score of 13 or higher and the ability to cast at least one spell to multiclass in or out of the Soulspent sorcerer class.

Your magic is tied to your own vitality. You cast spells by converting your own life essence into arcane energy. Your magic tends to be stronger, faster than typical mages', but your expenditure of life force becomes costly quickly. Reckless casting may cause you to overextend your essence, spending so much of your life force that you lose your soul.

Your vitality visibly expends as you exert magic. For instance, after casting a powerful spell, the spark in your eyes might flicker, glowing cracks might spread across your skin, your heartbeat might become so thunderous that others can hear it, or your hands might wither into shadowy flesh.

Though Soulspent sorcerers can be found among all races, they are more common among elemental beings. Elementals fuel their magic using the elemental matter constituting their bodies, transforming their physical composition into spells.

Soulspent Sorcery

You cast spells by converting your soul's life essence into arcane energy. You lose the Spellcasting sorcerer class feature and instead cast spells using Soulspent Sorcery. Soulspent Sorcery can fulfill prerequisites requiring a Spellcasting feature.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Soul Fuel

You may cast known spells at will at any level for which the Sorcerer table shows you would have spell slots. When you cast a spell of 1st level or higher, your current hit points and hit points maximum are reduced by 5 times the spell level immediately before the you begin casting the spell. The hit point maximum reduction lasts until you finish a long rest. This hit point reduction does not count as damage, cannot cause you to lose concentration, ignores any temporary hit points you have, cannot be increased, reduced, or prevented, and cannot be nullified by effects like Greater Restoration. If this effect reduces your current hit points to 0, you gain 2 death saving throw failures. If this effect reduces your hit points maximum to 0, you instantly die.

When you would regain spell slots, you instead increase your current hit points and hit point maximum by 5 times the spell level. This cannot cause your hit point maximum to increase beyond your hit point maximum at the end of your last long rest.

Spells of 6th level and higher are particularly taxing to cast. When you cast a spell at 6th level or higher, you cannot cast another spell at the same level until you finish a long rest.

Spells cast using Soulspent Sorcery cannot cause you to increase or restore your hit point maximum.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which the Sorcerer table shows you would have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which the Sorcerer table shows you would have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your sorcerer spells, since you burn your life force to fuel your spells. You use your Constitution when a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. If a sorcerer class feature would use Charisma as an ability modifier or to make an ability check or saving throw, you may instead use Constitution.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Font of Fervor

At 2nd level, you lose the Font of Magic sorcerer class feature, and you do not gain sorcery points as you reach higher levels. You instead use Font of Fervor to augment your magic.

When you would spend sorcery points (as in your Metamagic feature), you instead reduce your current hit points and your hit point maximum by 5 times the number of sorcery points. The hit point maximum reduction lasts until you finish a long rest. This hit point reduction does not count as damage, cannot cause you to lose concentration, ignores any temporary hit points you have, cannot be increased, reduced, or prevented, and cannot be nullified by effects like Greater Restoration. If this effect reduces your current hit points to 0, you gain 2 death saving throw failures. If this effect reduces your hit points maximum to 0, you instantly die.

When you would regain sorcery points (as in your Sorcerous Restoration feature), you instead increase your current hit points and your hit point maximum by 5 times the number of sorcery points. This cannot cause your hit point maximum to increase beyond your hit point maximum at the end of your last long rest.

Soul Broker Magic

You learn additional spells when you reach certain levels in this class, as shown on the Soul Broker Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the same school of magic from the sorcerer, warlock, or wizard spell list.

Soul Broker Spells
Sorcerer level Spells

1st

Armor of Agathys, Hellish Rebuke

3rd

Nystul's Magic Aura (self only), Wristpocket

5th

Feign Death (self only), Life Transference

7th

Death Ward (self only), Shadow of Moil

9th

Awaken, Mislead

Arcane Vitality

At 1st level, you have fortified your life essence, providing greater fuel for your spellcasting.

  • Your sorcerer hit dice are d12 instead of d6. (If your character is at 1st level, your hit point maximum is equal to 12 + your Constitution modifier.)
  • You gain an additional d12 sorcerer hit die when you reach 3rd, 5th, 11th, and 17th level; when you gain one of these additional hit dice, roll the die, add your Constitution modifier, and increase your hit point maximum by the total. When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each of these additional hit dice you have attained.
  • When you roll a hit die to regain hit points, your maximum hit points increases by the same amount. This cannot cause your hit point maximum to increase beyond your hit point maximum at the end of your last long rest.
  • At then end of your turn, if your hit point maximum was reduced by your Soulspent Sorcery feature this turn, you may spend a number of hit dice up to 1 + 1/25 times the total amount reduced (no action required). Roll the hit dice, add your Constitution modifier to each, and regain hit points equal to the total.
  • When you finish a short rest, you may regain a number of sorcerer hit dice equal to your proficiency bonus, which you may spend to regain hit points. You cannot do so again until you finish a long rest.
  • You regain all hit dice upon finishing a long rest.

Unarmored Defense

At 1st level, your life essence has become so intertwined with arcane influence that your very soul can magically ward off harm. While you are wearing no armor, not wielding a shield, and not wielding any weapons in your hands, your armor class equals 10 + your Dexterity modifier + your Constitution modifier.

Reckless Casting

Starting at 6th level, when you can overcharge your spell attacks, making your magic stronger but exposing your life force to retaliation. When you cast your first spell on your turn, you can decide to cast recklessly. If you do so, add your Constitution modifier to the attack roll, save DC, and damage roll of each sorcerer spell you cast this turn. Until your next turn, you gain vulnerability to all damage, attacks against you have advantage, and your being appears visibly susceptible.

Purge Corruption

At 14th level, when you burn your life force to wield magic, you can burn away the corrupted parts of your soul. You cannot be diseased or poisoned, and you have immunity to poison damage. You suffer none of the frailty of old age, and you can't be aged magically. At the end of your turn, if your hit point maximum was reduced by 25 or more this turn, you can end one of the following conditions afflicting you: blinded, deafened, or frightened. If your hit point maximum was reduced by 50 or more, you can instead end one of the following conditions afflicting you: charmed, 1 level of exhaustion, a curse, or a reduction to one of your ability scores; or, you may restore, eliminate, recall, change, create, or otherwise reshape portions of your memory as if you were affected by a 9th-level Modify Memory spell.

Essence Tranfer

At 18th level, when you burn your vitality to power your spells, you can capture the residual life essence and transfer it into your allies or back into yourself. As a bonus action, you can cause your soul's aura to expand around you to a radius of 60ft, which is active for 1 hour. When your aura is active and your hit point maximum is reduced by your Soulspent Sorcery feature, each creature of your choice within the aura gains temporary hit points equal to the amount your hit point maximum was reduced.

Once you use this bonus action, you can't use it again until you finish a long rest.

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