Base Class: Sorcerer
Stories tell of mages so in tune with The Weave, they can call upon arcane power to temporarily enhance their magical capabilities. This is normally seen by a powerful aura surrounding the individual, the qualities and size of which can alter between users. The source of this augmentation can come from many sources, such as inner magic being released or by drawing from an arcane source such as a magic charm or by speaking an ancient phrase.
Starting from 1st level, you can use your bonus action to activate an Arcane Surge, causing magic to radiate from your body like a mighty aura. While Surging, you gain the following benefits:
- You gain temporary hit points equal to your Sorcerer level plus your Charisma modifier (min 1)
- You have advantage on concentration checks
- Once per turn, when you deal damage to a target with a spell, you may add your Charisma modifier to the damage roll
Your Arcane Surge lasts for 1 minute. It ends early if you are knocked unconscious or if you end your turn without casting a spell. You may also end your Arcane Surge as a bonus action. You can use your Arcane Surge a number of times equal to your proficiency bonus, after which you must take a long rest before using it again.
Arcane Surge
Starting from 1st level, you can use your bonus action to activate an Arcane Surge, causing magic to radiate from your body like a mighty aura. While Surging, you gain the following benefits:
- You gain temporary hit points equal to your Sorcerer level plus your Charisma modifier (min 1)
- You have advantage on concentration checks
- Once per turn, when you deal damage to a target with a spell, you may add your Charisma modifier to the damage roll
Your Arcane Surge lasts for 1 minute. It ends early if you are knocked unconscious or if you end your turn without casting a spell. You may also end your Arcane Surge as a bonus action. You can use your Arcane Surge a number of times equal to your proficiency bonus, after which you must take a long rest before using it again.
Being a magical effect, your Arcane Surge can be targeted by Counterspell, the DC being your Spell Save DC. However, once your Surge is active it cannot be targeted by dispelling effects such as the Dispel Magic.
Magical Growth
Your magical prowess has grown to a point where you can shape it for different purposes. At 6th level, when you activate your Arcane Surge you may choose one of the following options to use during your Surge:
Magic Buffering
Your magic can take a defensive form to shield you from damage. While Surging, you can use a bonus action to spend a sorcery point and become resistant to bludgeoning, piercing, and slashing damage until the end of your Surge.
Threads of Pulling
You can shape your magic into threads to move creatures around. While Surging, as a bonus action you can spend a sorcery point to target a creature within 60ft of you. That creature makes a Strength saving throw against your spell save DC, on a failure they are pulled 20ft in a direction of your choosing. On a successful save, they are only pulled 10ft.
Chaotic Touch
Your aura is so potent that effects to neutralize it backfire on the caster. At 6th level, if a creature successfully prevents the activation of your Arcane Surge, such as through Counterspell, they take force damage equal to 1d6 + your Charisma modifier.
Growing Potential
As your arcane power grows, so does your choice of how to use it. At 14th level, when you activate your Arcane Surge you may choose one of the following options to use during your Surge:
Arcane Deflection
While Surging, you have advantage on all saving throws caused by spells or other magical effects.
Propelling Aura
While Surging, you gain a flying speed equal to your walking speed.
Unyielding Power
You can channel more of your inner power into your spells. When you damage a creature with a spell, you can spend 2 sorcery points to add your Sorcerer level to the damage roll. This can be used in addition to adding your Charisma modifier to the damage roll.
Unlimited Force
You have mastered your magical potential, maximizing its effects on yourself and other creatures. At 18th level, you can choose two of the following options to use when you activate your Arcane Surge:
Defensive Ward
You can use a bonus action to spend 3 sorcery points and extend your aura to 15ft around you. Friendly creatures in this aura have advantage on magic-related saving throws.
Disruption Blight
As an action, you can spend 5 sorcery points to target a creature within 60ft of you that is concentrating on a spell. Their concentration ends immediately without a check.
Invigorating Aura
You can use a bonus action to spend 3 sorcery points and extend your aura to 15ft around you. Friendly creatures in this aura can add your Charisma modifier to any damage rolls they make, once per turn.
Spell Enhancement
When casting a spell, you can spend sorcery points to cast that spell at a higher level (assuming the spell allows it). For example, using this feature you could cast Fireball (a 3rd level spell) at 4th level by spending 1 sorcery point. You can spend more sorcery points to cast at higher levels, such as casting Tasha's Mind Whip (2nd level) at 8th level by spending 6 sorcery points.
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