Base Class: Sorcerer
Born under a wrinkle in the Weave, a baby is born with glowing white eyes. Surviving a cataclysmic magical event, an elf now gives off vapors of arcane energy itself, his soul overflowing with magic. After consuming an ancient artifact, a goblin can move faster than even the fastest of his kin, always leaving a faint afterimage when he moves. No matter their origin, Energists are creatures that have somehow become irreversibly intertwined with the Weave, the net of arcane energy that allows magic to take place. Their souls are full of magical energy, and they can manifest changes in the Weave to their will. These sorcerers are made of the essence of magic itself, and can become extremely powerful mages.
Boundless Energy: Swift Mind
Starting when you choose this origin at 1st level, the energy within you is constantly looking to be freed, causing your mind to race. Your fast thoughts give you Proficiency in the Investigation skill. Additionally, your mental reactions are sharp, allowing you to add your Proficiency bonus to Initiative rolls.
Boundless Energy: Swift Body
Also at 1st level, your pent-up arcane energy yearns to be released, causing your physical form to react. Your base walking speed is increased by 5ft. Additionally, as a bonus action on your turn, you may unleash a burst of energy, causing your movement speed to be doubled and opportunity attacks to have disadvantage against you until the start of your next turn. You may do this a number of times equal to your Proficiency bonus per long rest.
Arcane Well
Starting at 6th level, your energized soul craves fuel, allowing you to suck the magic out of spells. You learn the Counterspell spell, and it does not count against your sorcerer spells known. You may cast Counterspell at 3rd level a number of times equal to your Charisma modifier (min. once) per long rest without consuming a spell slot. When you successfully nullify a spell using Counterspell, you gain Sorcery points equal to the consumed spell’s level.
Overcharged Arcana
Starting at 14th level, your arcane battery is overflowing, causing your harmful spells to become even more impactful. Whenever you damage a creature with a spell of 1st level or higher, you may deal bonus damage equal to ½ your Sorcerer level, rounded down. Additionally, if the spell has an attack roll, you may force creatures hit by the spell to make a Strength saving throw against your spell save DC or be thrown 10ft back and fall prone (5ft and no prone on success).
Arcane Cataclysm
Starting at 18th level, your supercharged soul is extremely potent and at the brink of spilling over, allowing explosive outbursts. As an action, you may unleash your energetic reserves in a massive outburst, temporarily cracking the weave around you. Either in a 20ft radius, 30ft cone, or 30ftx15ft line (originating from you), you unleash raw arcane energy. All creatures in the area must make a Dexterity saving throw or take 14d6+14 force damage and get thrown 30ft away from you, landing prone (half damage and distance on success). You may further fuel the outburst with Sorcery points, dealing 1d6+1 bonus force damage per point expended. Due to the stress of this expenditure, you accrue 1 point of exhaustion. You may use this ability once per long rest.
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