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Prerequisite: Wild Magic Sorcerer
 

Chaotic raw magic has always flowed from you and now you've found a way to manipulate the magical energy from others and turn it into energy you can absorb or explode into wild magic.

Once per long rest you can use a reaction to cancel a spell that targets you by absorbing the energy into sorcery points or instead cause the magic to go wild on the caster. 
You also increase your Charisma score by 1, to a maximum of 20.

For a spell to be affected by this feat it must be cast at a level at or below your current ability. 
Cantrips targeting you can be cancelled but not absorbed, fisseling into a harmless random effect (See Prestidigitation, Thaumaturgy or Druid Craft).

When attempting to absorb a leveled spell you must make a contested spell attack roll against the attacker to determine where the wild magic explodes. 
Despite the roll's success the spell's intended effect is cancelled if the attacker's spell is cast at a level available to you. 

Failure causes a magical effect on the wild magic chart centered on you.

On a success, choose to either:

  • Absorb the magic regaining you 2 sorcery points. (If sorcery points are full before using this ability a Wild Magic Surge triggers)
  • Explode the spell by triggering a wild magic effect on the original caster as long as they are within 120ft.

*The number of uses per long rest increases by 1 for every 6 levels you have above level 2.
(2 uses at level 8, 3 at level 14 and 4 at level 20)

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