Base Class: Sorcerer
The innate magical power of Arkani Coal has been infused into your very being. Due to this infusion, you now possess the ability to use the properties of the precious resource derive your power from it. You may be from a small mining town that mines the substance or maybe you fought in the War of Smog and had constant contact with it. There may also be a chance that, in an experiment, Arkani Coal was forcibly fused with your be
Arcane Prowess
At 1st level, after you finish a long rest, you may prepare a number of spells equal to one-third of your sorcerer level rounded down (minimum of 1). These spells can be from any class, but if you select a spell from a different class it counts as two spells and can only be up to 3rd level or lower. Additionally, the selected spells must be of appropriate level for your level in this class.
Magical Battery
At 1st level, you can use your body as a reservoir of magical energy. As an action, you can touch one living creature and convert some of your sorcery points into spell slots, ki points, or hit dice for that creature. When converting your sorcery points into spells slots, use the same rules you would if you were converting them into your own spell slots. When converting your sorcery points into ki points, each sorcery point is equal to 1 ki point. When converting your sorcery points into hit dice, each hit die costs 2 sorcery points.
Mystic Enhancement
At 6th level, you gain the ability to funnel your power into a magic item or magic machine and either fuel it or empower it. As an action, you can touch a magical object and increase its effectiveness by choosing one of the following effects:
- If the magic item is a weapon or is armour, you may add a +1 bonus to the item. This bonus becomes +2 at 14th level.
- If the magic item grants spells you may add +1 to your to-hit rolls and to your spell-casting DC when casting one of the spells. This bonus becomes +2 at 14th level.
- You may partially fuel an object that requires Arkani Coal to run. You may fully fuel the object at 14th level.
This effect lasts for 1 minute if it creates a passive effect. Once you use this feature, you cannot do so again until you finish a long rest.
Power Leech
At 14th level, you gain the ability to siphon magical power off of magical items and other spell casters. You learn counterspell if you haven't already and can cast it innately once per long rest. Whenever you successfully cast counterspell, make a Charisma saving throw against the target's spell-casting DC to siphon their magic. On a successful save you roll 1d4 and gain a number of sorcery points equal to the number rolled, and on a failure, nothing changes. This can also work against magic items that cast spells.
Additionally, the effects of your Mystic Enhancement feature improve.
Magic Expulsion
At 18th level, you can an action to violently expel magical energy in a 30-foot radius. Every creature in the range besides yourself must succeed on a Constitution saving throw against your spell save DC. On a failure, the creature takes 3d12 force damage and is incapacitated until the end of their next turn, and if an affected creature is concentrating on a spell, they lose the spell. On a success, the affected creature only takes half damage. After using this feature you must succeed on a DC 17 Constitution saving throw or gain 1 level of exhaustion.
Once you use this feature, you cannot use it again unless you spend 4 sorcery points to do so. Once you use this feature more than once, the DC for the CON save becomes more difficult. For everytime this ability is used add +2 to the DC.
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