Base Class: Sorcerer
Though the casting of spells is not an easy endeavor on the continent of Folytatas, a strange sickness that appeared first in the elven people of Varazsilom makes them able to bend and break the Weave as they please, though often at the cost of their own vitality.
Inherent Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
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 a transmutation or an evocation spell from the sorcerer, warlock, or wizard spell list.
Flagellant Spellcraft
At 1st level, the inherent sickness within you not only allows you to manipulate the weave of magik, but to also empower it while sacrificing your own phisiology. Whenever you cast a spell, you can choose to cast it at a higher level (up to 4 levels above its original level) without expending a higher level spell slot. Doing so deals 2d6 force damage to you per level higher than the original casting of the spell. This damage ignores resistance and immunity.
Arcane Mutagenesis
Starting at 6th level, shifting the arcane energies around you also strengthens your own biology with strange forces which then erupt in response to damage. When you use a Metamagic option while casting a spell, you gain temporary hit points equal to three times the level of the spell slot expended plus your Constitution modifier. If a creature hits you with a melee attack from within 5 feet of you or touches you while you have these hit points, they take force damage equal to your proficiency modifier.
Magika Influx
At 14th level, you gain the ability to absorb the residual magika from spellcasting in order to empower your spells. Whenever you cast a spell that deals damage, you can choose to deal maximum damage at the cost of taking the spell's regular damage yourself (for example, a 3rd level Fireball would deal 48 fire damage, while you yourself would take 8d6 fire damage). The damage dealt to yourself ignores resistance and immunity. You can use this feature a number of times equal to your proficiency bonus.
Rapid Convalescence
Beginning at 18th level, you master the arcane ailment within you and gain a modicum of control over it to give yourself some respite. As a bonus action you can enter a state of temporary reprive from your sickness. For 1 minute, you regain 20 hit points at the start of each of your turns, and you gain resistance to damage from spells and other magical effects. Once you use this feature you must spend 6 sorcery points to use it again, unless you finish a long rest.
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