Sorcerer
Base Class: Sorcerer

You can channel Primal Forces and contain them in specially prepared magical spheres.

Channeling

Starting at 1st level you gain the ability to channel primal forces.
You gain (2) Orbs at 1st level and gain an additional orb whenever your proficiency bonus increases. An Orb is a small sphere that hovers around your head and can be filled with primal energy. Orbs start empty, but can be filled in different ways. An Orb cannot be targeted and is immune to damage. A dispel magic or similar effect targeted at the orbs causes all of them to empty.

Filling an Orb
You can fill an Orb in the following ways:

  • Whenever you deal damage with an elemental Sorcerer Cantrip, fill one Orb with that damage type.
  • Spend an Action. Fill one Orb with an energy type of your choice.

Whenever you would fill an Orb and all of your Orbs are full, the oldest Orb is Evoked and replaced with the new energy type.

Channeling in Combat
Orbs that are filled have effects in combat. Each energy type has a different effect as listed below. As a bonus action on your turn you can Channel your orbs. When you Channel each Orb activates it's passive once. At the end of each combat, empty all Orbs.

Energy Passives
Element Passive Ability

Fire

Make a ranged spell attack against one target within 30ft of you. On a hit, that creature takes 1 fire damage.

Cold

Reduce all damage you take this round by 1.

Acid

Each round this Orb is not Evoked increase it's damage by 1. When this Orb is Evoked, make a ranged spell attack against one target within 30ft of you. On a hit, that creature takes 1 acid damage.

Lightning

Make a ranged spell attack against one target within 30ft of you. On a hit, that creature takes 1 lightning damage.

Poison

Make a ranged spell attack against one target within 30ft of you. On a hit that creature takes 1 poison damage and makes a constitution saving throw or gains the poisoned condition until the beginning of your next turn.

Necrotic

Increase all damage dealt to enemies within 15ft of you by 1 until the beginning of your next turn.

Radiant

Heal a single target within 30ft for 1pt of damage.


Evoking an Orb
Whenever you Evoke an Orb you activate it's passive ability. For Elements that have passive's that are not instantaneous, the effect wears off at the end of the round. (ex. An evoked fire orb deals damage. An evoked cold orb grants -1 damage taken for 1 round.) The effects of Evoked Orbs stack.


You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Focus

Starting at 1st level you gain access to a special resource, known as Focus. You can gain Focus in two different ways:

  • Whenever you score a critical hit with a Cantrip, gain 1 Focus. You can have an amount of focus equal to your proficiency bonus.

For each stack of Focus you have, increase the numerical effects of your Orb passives by +1. Focus resets to 0 whenever you finish a short or long rest.

Arcane Channeling

At 6th level, you gain the ability to expend spell slots to channel orbs. As an action you may expend a spell slot. Channel orbs equal to the level of the spell slot expended. All the orbs must be of the same element.

Reactive Channelling

When you are hit with an attack, you may spend your reaction to channel your orbs. When you channel orbs in this way, you are not limited to 30ft, but may only channel at the attacking creature.

Aura Channel

Beginning at 18th level, you can channel pure magic to increase the potentcy of your primordial powers. As an action, you can spend 10 sorcery points to increase the range of your orbs to a 60ft radius, centered on you.  For 5 rounds or until you lose your concentration, each ally within the aura is effected by your positive Orbs, and each enemy is affected by your negative orbs. 

Previous Versions

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