Sorcerer
Base Class: Sorcerer

Arcana has weaved itself through your very soul, whether this occurred during your birth or your life is up to the whims of magic and fate. Being so close with the very essence of magic has practically made it an extension of your own body. In the same manner you move your limbs or conjure a thought, you change the essence of the magic you wield. Some may be more powerful, some may boast greater knowledge, but none may approach the sheer control you have over the arcana that flows through you.

Fluid Spellcraft

Your arcana is formless, and from that shapeless mass you can produce dozens of effects. Starting at 1st level you gain the ability to swap one Sorcerer spell that you know for another Sorcerer spell at the end of a long rest.

Spell Shaping

You can manipulate magic like putty, twisting it to suit your desires and sculpting it to fit your needs. Starting at 1st level, you gain the ability to manipulate the shape of your spells. Whenever you cast a Sorcerer spell that fills an area of effect, you may convert one kind of area of effect to another using the table below. To use the table, take the top row as the initial area of effect, and the leftmost column as the kind of area of effect the spell is converted to. Once you've found your number, find your starting measurement and multiply them together. This starting measurement should be listed by the spell you cast, and may be a cone's length, one side of a cube, the length of a line, or a sphere's radius. When you multiply those two numbers you get the corresponding measurement for your new area of effect. You may use this ability a number of times equal to your proficiency bonus per long rest.

  CONE CUBE LINE SPHERE

CONE

1

3/2

1/3

2

CUBE

2/3

1

1/5

3/2

LINE

3

5

1

8

SPHERE

1/2

2/3

1/8

1

Bonus Metamagic Options

The depth of control you have over your spells deepens. Beginning at 6th level, you learn one additional Metamagic option, you learn an additional Metamagic option again at 10th and 17th level, stacking with the normal advancements made by the base Sorcerer class. In addition, you may choose to swap one Metamagic option for another at each level up. Finally, when you choose Metamagic options, you can also select the three additional options provided below.

  • Expanded Spell. When you cast a spell that encapsulates an area of effect, you may expend 2 sorcery points to increase a sphere's diameter, a cube's side length, the length of a cone, or the length of a line by 10 feet.
  • Forgetful Spell. When you finish casting a spell, you may spend 1 sorcery point to force a number of creatures equal to your charisma modifier (minimum of 1) to make a wisdom saving throw versus your spell save DC. Upon a failure, these creatures forget that you cast the spell, but remember all events during the spell's duration.
    • You can use Forgetful Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Sustained Spell. When you are forced to make a concentration saving throw and fail, you may use your reaction to spend a number of sorcery points equal to the spells level in order to automatically succeed the saving throw.
    • You can use Sustained Spell even if you have already used a different Metamagic option during the casting of the spell.

Sorceric Wellspring

Your proficiency with modifying your spells knows no bounds. Starting at 6th level, when you convert spell slots to sorcery points and vice versa, you no longer use the table provided by the Font of Magic Feature. Now, spell slots of all levels may be transferred and gained, each spell slot may be converted into an amount of sorcery points equal to twice its level, and you may gain a spell slot by expending an amount of sorcery points equal to twice the desired level.

In addition, you learn a new way to make sorcery points. As a bonus action, you may allow pure magical energy to run through your veins, you may gain as many sorcery points as you like, but you must take 1d6 points of radiant damage for each sorcery point gained, this damage may not be reduced or mitigated in any way, and your maximum hp is reduced by this amount until you finish a short or long rest, at which time any remaining sorcery points gained from this feature also dissipate.

Advanced Metamagic

At 14th level, your spells become more pliable then ever before, and your ability to manipulate them stretches to unknowable bounds. For each Metamagic Option you know, you also learn its advanced counterpart. These Metamagic Options are usually more powerful, but require more sorcery points than normal 

  • Advanced Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature is completely unaffected by the spell.
  • Advanced Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 2 sorcery points to quadruple the range of the spell.
    • When you cast a spell that has a range of touch, or if it is an area of effect radiating from you, you can spend 2 sorcery points to make the range of the spell 60 feet.
  • Advanced Empowered Spell. When you roll damage for a spell, you can spend 3 sorcery points to add an additional damage die and reroll all ones, including those caused by the reroll. If you have done this and rolled a number of die lower than your charisma modifier, you may reroll a number of die of your choosing to make it so you have rolled a number of die equal to your charisma modifier, excluding newly rolled ones.
    • You can use Advanced Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Advanced Expanded Spell. When you cast a spell that encapsulates an area of effect, you may expend 3 sorcery points to double the area of effect in every dimension.
  • Advanced Extended Spell. When you cast a spell that has a duration that isn't instantaneous, you can spend 2 sorcery points to triple its duration.
  • Advanced Forgetful Spell. When you finish casting a spell, you may spend 3 sorcery points to force all creatures who witnessed the spell (excluding creatures of your choice) to forget that you cast the spell. These creatures, however, remember all events during the spell's duration.
    • You can use Forgetful Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Advanced Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 5 sorcery points to give all targets of the spell disadvantage on its first saving throw made against the spell, alternately you can give a single creature affected by the spell disadvantage on all saving throws made against the spell.
  • Advanced Quickened Spell. When you cast a spell that has a casting time of a bonus action or reaction, you can spend 3 sorcery points to not expend any kind of action during casting. When you use this metamagic option on a spell, you are not considered to have cast a spell yet this round.
    • You cannot use Advanced Quickened Spell more than once per turn.
  • Advanced Seeking Spell. If you make an attack roll for a spell and miss, you can spend 3 sorcery points to reroll the attack with advantage, and you must use the new roll.
    • You can use Advanced Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Advanced Seeking Spell (UA). When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 3 sorcery points to ignore the effects of all cover, meaning the effects can now permeate walls and objects.
  • Advanced Subtle Spell. When you cast a spell, you can spend 3 sorcery points to cast it without any somatic or verbal components. In addition, visual effects created by this spell are considered invisible.
  • Advanced Sustained Spell. When you cast a spell that requires concentration while you are already concentrating on a spell, you may spend a number of sorcery points equal to the weakest spells level at the end of each of your turns in order to concentrate on both spells simultaneously.
    • Concentration saving throws are made separately for both spells.
  • Advanced Transmuted Spell. When you cast a spell that deals damage, you can spend 2 sorcery points to change that damage type to any other listed type. If the spells damage is transmuted from a type on the following list to another type on the following list, it deals an additional 1d6 kind of the new damage type; acid, cold, fire, lightning, poison, thunder.
  • Advanced Twinned Spell. When you cast a spell that targets a creature or creatures without encapsulating an area of effect, you can spend a number of sorcery points equal to double the spell's level to target twice the amount of creatures within range with the same spell (1 sorcery point if the spell is a cantrip).

Improvised Arcana

Beginning at 14th level, you learn to use your magic to fit any situation. Instead of expending a spell slot, you may choose to expend an amount of sorcery points equal to triple a spell's level in order to cast it. The spell you cast in this manner does not need to be prepared or known by you, or even on the sorcerer spell list. (Casting a cantrip in this manner costs 2 sorcery points.)

Metamagic Frenzy

Starting at 18th level, you gain the ability to enter or leave a state of raw magical influence using a bonus action. While you are in this state, you gain the following benefits;

  • Each metamagic effect you make costs one less sorcery point, if this reduces a metamagic ability's cost to 0 you may use it without cost.
  • You may use as many metamagic options on a single spell as you like, even if they are not meant to be used together.
  • You may stack metamagic options, getting their effect as many times as you like by spending multiples of their sorcery point cost. When a metamagic option is used twice on the same spell, it loses the cost reduction after its first usage on the spell.
  • You may choose to use metamagic options that you don't know by spending twice their standard sorcery point cost.
  • You may use all effects of your Sorceric Wellspring feature without using any kind of action.
  • You are not subject to the one spell per turn limit.

At the end of each of your turns that you're in your Metamagic Frenzy, you must take 1d10 points of radiant damage as the magic burns through your physical form. This damage may not be reduced or mitigated in any way. In addition, track how much radiant damage you take from this feature whenever you go into your Metamagic Frenzy, when you choose to end the frenzy you gain a point of exhaustion for every increment of 15 points of damage you have taken.

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