Base Class: Sorcerer
Your magic, while not necessarily innate, comes from the teachings of the people of Ancient Netheril. Magic is everywhere; it's all around us and it's even a part of our basic anatomy. It's a caged beast that's kept lock and key by the weave of magic, a source to pull from in times of need, not to be feared. You have learned to pull from the ambient magic around you, beyond the veil of the weave. Will you simply pull what is necessary or will you bend the boundaries of magic to it's breaking point?
Netherese Magic
You learn additional spells when you reach certain levels in this class, as shown in the Netherse Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
At 1st level, you can speak, read, and write Loros. You gain proficiency in the Arcana skill if you don't have it already. When you make an Intelligence (Arcana) check, you can use our Charisma modifier in place of Intelligence. Furthermore, when you cast a sorcerer spell, you can ignore any material component that isn't consumed by the spell and doesn't have a gold cost.
At 2nd level, your hit die functions identically to sorcerer points and can be used in lieu of in all applications. Additional Metamagic (Rited Spell) When you cast a spell, you can spend 3 sorcery points to attempt to modify the spell however you see fit. You must finish a long rest before you can use this metamagic again.
Parting the Veil
Beginning at 6th level, whenever you cast a spell of 1st level or higher, roll 1d20. On a roll of 20 you cast the spell without expending a spell slot. Additionally, you gain resistance to force damage.
Magical Avoidance
At 14th level, you have advantage on saving throws againstspells. Furthermore, when you succeed on a saving throwagainst a spell that would typically inflict half damage on asuccessful saving throw, you take no damage instead. thatspell.
Form of the Ascendent
When you reach 18th level, you can use the magic that courses through you to give your form extraordinary abilities. As a bonus action, you can magically transform yourself into an avatar of magic, gaining the following benefits:
You increase in size one category
You gain a flying speed equal to your walking speed, and you can hover.
You have immunity to force damage and non-magical bludgeoning, piercing, and slashing damage.
Whenever you cast a spell of 5th level or lower, roll 1d4.On a 4 the spell slot is not consumed.
This form lasts for 10 minutes. It ends early if you are knocked unconscious or if you end your turn in an area of antimagic. You can also end this form on your turn as a bonus action. You must finish a long rest before you can enter this form again.
Previous Versions
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1/11/2023 5:43:28 PM
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