Coldin's Ascension Boon: Silver Tresses Of The Arcane Image

Prestige 2

Works everywhere. Best for ASI and passive type abilities.

Ability 1: Arcane Constitution

Your body becomes a vessel of condensed magic, and you are no longer in need of material sustenance. You no longer age, and you do not require food, water, or air. You gain +2 to Charisma and Constitution, as well as expertise in Arcana.

Magic Radar. You constantly sense magic. Your Detect Magic is always active without concentration, with a range of 120 feet. When a creature within 120 feet casts a spell, you know the spell’s level and school of magic, but not its exact effect.

Arcane Pulse. When you are out of magic, your body reflexively draws from the Weave. At the start of your turn, if you have 0 sorcery points, gain 2 sorcery points.

Ability 2: Threads of Silver

Your hair symbiote surrounds you, gaining the ability to grow or shrink at will. It floats around you, spreading into a 10-foot emanation of living silver strands. You may cast touch-range spells on creatures within the emanation. You are now both Humanoid and Aberration.

Grappling Threads. Once per turn, when a Large or smaller creature enters or ends its turn in the emanation, you may attempt to grapple it, using your spell save DC. On failure, the creature is grappled. If it fails the save by 5 or more, the grappled creature is also restrained. You can simultaneously grapple up to 2 creatures with your hair.

Magic Interference. Your threads of hair creates magical interference that can amplify or weaken magic. When a creature within the emanation casts a spell that results in a saving throw, you may expend 2 Sorcery Point to give one of the spell's targets advantage or disadvantage on the save.

Prestige 4

Works in divine realms or wherever your faith extends; best for utility and defensive boons

Ability 3: Calamitous Amplification

Your spellcasting discharges excess magic that your symbiote can harness to create areas of high magical density.

When you expend a spell slot, you may create a 20-foot cube within 60 feet that lasts 1 minute. Dim silver light fills the area.

Spells cast from within the zone are considered upcast by 1 level and ignore material components. If a creature inside the zone casts a damaging spell, the damage dice of that spell explodes (if a die rolls maximum value, roll it again and add the result). The maximum number of explosions is equal to your Charisma modifier.

When a creature inside the zone takes damage from a spell, it takes an additional 2d6 force damage.

A creature must fit entirely within the zone to gain its effects.

You can maintain one zone at a time. Zones can be dispelled by Dispel Magic, or you can choose to dispel a zone at the start of your turn (no action required).

You may use this feature a number of times equal to your proficiency bonus per long rest.

Ability 4: Moonlit Favor

Magic favors you and bends your way.

Favored Plotline. When you use your Different Plotline boon, the target creature may make the reroll with advantage. Once per long rest, when you use your Different Plotline boon, instead of rerolling, you may choose to have the creature succeed instead.

Countercasting. When a creature you can see attempts to Counterspell you and you succeed on the saving throw, you may use a reaction to immediately cast a spell of level 5 or lower, targeting the creature, without expending a spell slot.

Prestige 6

Works in certain parts of the native realm- Best for stronger abilities with larger impacts; similar to Legendary Actions

Abiity 5: Double Up

You share control of your magic with your symbiote, allowing you to output twice the amount of magic at the expense of control.

As an action, expend a spell slot of 8th level or lower. You and the DM then each choose two spells on the Sorcerer spell list that are 1 level lower than the spell slot expended and have a casting time of 1 action. The spells do not need to be from your list of prepared spells. The spells selected must be capable of being cast in your current circumstances.

Randomly select 2 spells from the 4 chosen spells. You immediately cast these 2 spells, in an order of your choice, without use of any material components or spell slots.

You may use this feature a number of times equal to half your proficiency bonus per long rest.

Ability 6: Magic Cycling

Your magic items are conduits for your power and you are capable of manipulating the magic within them.

Drain. As an action, you may drain any number of charges from a magic item you are holding or attuned to, gaining 1 sorcery point for every 2 charges drained. As part of this action, you may also convert Sorcery Points into a spell slot.

Recharge. You may spend sorcery points to restore an item's charges, at a rate of 3 sorcery points per charge, up to its normal maximum. Recharging takes 1 minute.

Extract. You may, as an action, destroy a magic item up to Tier 8 to extract the magic within. You gain Sorcery Points equal to half the tier of the item destroyed.

Prestige 8

Works in domain or with explicit DM approval- Where to let loose with powerful abilities; similar to Lair Effects

Ability 7: Transfiguration

As an action, you remove the limits on you and your symbiote for 1 minute, entering a Transfigured State.

While Transfigured:

  • You gain a flying speed equal to your walking speed and can hover
  • You gain resistance to all magical damage. When you take magical damage, the creature causing the damage must make a Dexterity save against your spell save DC, or take 3d6 radiant damage
  • All 3 of your symbiotic weapons become active simultaneously
  • All 3 effects of Ultimate Symbiosis become active simultaneously

Archmage Unleashed. Once per turn, while Transfigured, you may cast a Sorcerer spell of 6th level or lower without expending a spell slot. Casting spells this way is taxing. Whenever you use this feature to cast a spell, you take 4 times the level of the spell in force damage. This damage cannot be reduced by any means.

Casting spells flagrantly without limit attracts otherworldly attention. When you use the above feature to cast a spell without a spell slot, roll 1d20. On a 17 or higher, a CR 16+ aberration or celestial chosen and controlled by the DM appears within 120 feet. It believes you and your symbiote to be a vessel and incarnation of their god, and seeks to retrieve you to their realm. It will attempt to retrieve you by any means possible without killing you, and is hostile to any creature that attempts to harm you or prevent your retrieval. Up to 3 creatures can be summoned this way within 24 hours.

As knowledge of your existence spreads among the otherworldly, incursions to retrieve you occur more frequently. Each time a creature is summoned with this feature, the threshold to summon a creature decreases by 1 permanently, to a minimum of 5.

You may use this feature once per long rest.

Ability 8: Threads of Divine Silver

Your silver hair is a symbol of your divinity, as well as your living symbiote. You may gift a strand of your symbiote hair to a number of creatures equal to half your Charisma modifier per long rest, up to a maximum equal to twice your Charisma modifier. A creature may only possess 1 strand of your hair at any time.

While a creature carries a strand of your hair:

  • It gains +1 to its spell attack and spell save DC
  • It gains proficiency in Arcana (or expertise if already proficient)
  • It sheds dim light in a 5-foot radius
  • It has advantage on saving throws against spells

You may communicate telepathically with the creature across any distance, even across planes. You may cast spells as though you occupy the creature’s space, but must use your own range and spell slots. Once per turn, you may use your action to teleport to within 5ft of a strand of your hair, or teleport a creature holding a strand of your hair to within 5ft of you. If the creature is unwilling, they must succeed on a constitution save against your spell save DC to withstand the force of your magic.

Sacrificial Hair. When you die, and at least one other creature is in possession of strands of your hair, you may call upon them to give up their magic for your vitality. Creatures in possession of your hair may choose to expend any number of spell slots available to them. You gain 2d6 hit points plus your Constitution modifier for every level of spell slot expended, bringing you back to life. The strand of hair in the creature's possession then loses all of its magic and no longer grants any benefits to the creature in possession of the hair. Spell slots expended to bring you back to life cannot be regained by any means other than a long rest.

 

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Coldin's Ascension Boon: Silver Tresses Of The Arcane Image

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