Sorcerer
Base Class: Sorcerer

You can use your Sorcerer hit dice to power certain abilities.

Hit Die Pool

You have learned to harness your own life essence to power certain features and abilities. Your life essence is represented by your Sorcerer hit dice and your hit point maximum at any given time. You have a number of Sorcerer hit dice equal to your class level and you can recover a number of them equal to one half your class level when you finish a long rest.

Linked Soul Magic

You learn additional spells when you reach certain levels in this class, as shown on the Linked Soul 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.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the sorcerer, warlock, or wizard spell list.

Linked Soul Spells

Sorcerer Level

Spell

1st

Absorb Elements, Chaos Bolt, Detect Magic

3rd

Borrowed Knowledge, Essence Drain

5th

Counterspell, Essence Dono

7th

Locate Creature, Raulothim’s Psychic Lance

9th

Legend Lore, Telepathic Bond

Soul Sorcery

As a bonus action you can convert your Sorcerer hit dice into spell slots. You can convert a number of hit dice at one time equal to your proficiency bonus. The Creating Spell Slots table shows the cost of creating a spell slot of a given level.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

SPELL SLOT LEVEL

HIT DIE COST

1st

2

2nd

3

3rd

5

4th

6

5th

7


When you reach 2nd-level in this class, you have the option to convert your Sorcerer hit dice into sorcery points. As a bonus action, you can expend a number of Sorcerer hit dice equal to your proficiency bonus and gain a number of sorcery points equal to the number expended. You lose these sorcery points after a long rest.

Master Weaver

You can use your metamagic abilities to change the properties of spells cast by other spellcasters, and you gain access to new Anti-Metamagic options that negatively alter spells. You gain two of the following Anti-Metamagic options of your choice. You gain another one at 10th and 17th level. The Anti-Metamagic options are detailed under “Anti-Metamagic Options” below.

As a reaction when a creature within 60 feet of you that you can see casts a spell, you can spend your sorcery points to use a Metamagic or Anti-Metamagic option that you already know to alter the spell. The creature must succeed on a Charisma saving throw or have its spell altered.

Additionally, you can choose one creature and exert a higher level of control over its spellcasting for a short time. As an action, you can expend 1 Sorcerer hit die to link your life essence with that of a creature that you can see within 60 feet of you. The target must succeed on a Charisma saving throw or be linked with you for 1 minute. For the duration, you can use your metamagic or anti-metamagic to alter the properties of any spell the creature casts as part of the casting as if casting the spell yourself (no action required). The target automatically fails any saving throws made to resist the effects of your Anti-Metamagic alterations. The target can attempt the saving throw again at the end of each of its turns, ending the link on a success. You can link your life essence to a number of creatures at one time in this way up to your proficiency bonus.

Anti-Meta Magic

You can use your metamagic abilities to change the properties of spells cast by other spellcasters. In the description of your Metamagic options, whenever you see the word “you,” read it instead as “you or a creature that you can see within 60 feet.” You also have access to new Anti-Metamagic options that negatively affect spells. You gain two of the following Anti-Metamagic options of your choice. You gain another one at 10th and 17th level.

As a reaction when you see a creature within 60 feet of you casting a spell, you can spend some of your sorcery points and use a Metamagic or Anti-Metamagic option that you have already chosen to affect the spell. An unwilling creature must succeed on a Charisma saving throw or have its spell affected by you.

Alternatively, you can choose one creature and exert a higher level of control over its spellcasting for a short time. As a bonus action, you can expend 1 Sorcerer hit die to attempt to link your life essence with the life essence of a creature that you can see within 60 feet of you. The target must succeed on a Charisma saving throw or be linked with you until the start of your next turn. While linked in this way, whenever the target casts a spell, you can alter the properties of the spell with your metamagic or anti-metamagic as part of the casting just as you would with your own spells, instead of using a reaction.

Dangerous Spell

When a creature you can see within 60 feet of you casts a spell that forces other creatures to make a saving throw, or a spell that forces other creatures to make a saving throw but does not target every creature in range, you can attempt to put creatures in more danger. To do so, you spend 1 sorcery point and force the creature casting the spell to make a Charisma saving throw. On a fail, choose a number of creatures within range of the spell up to your Charisma modifier (minimum of one creature). If a creature you chose within the range of the spell was not previously a target of the spell, they are now. If a creature you chose was already a target of the spell, that creature now has disadvantage on the saving throw.

Lowered Spell

When a creature you can see within 60 feet of you casts a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to force the creature casting the spell to make a Charisma saving throw. On a fail, choose one target of the spell. That target gains advantage on its first saving throw made against the spell's effects.

Near Spell

When a creature you can see within 60 feet of you casts a spell that has a range of 5 feet or greater, you can spend 1 sorcery point and force the target to make a Charisma saving throw. On a fail, the range of the spell is reduced by half. You must choose to do this before you learn the total range of the spell.

Shortened Spell

When a creature you can see within 60 feet of you casts a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to force that creature to make a Charisma saving throw. On a fail, the spell's duration is reduced by half, to a minimum duration of one round.

Singled Spell

When a creature you can see within 60 feet of you casts a spell that targets more than one creature directly, you can spend a number of sorcery points equal to the spell’s level to force the creature casting the spell to make a Charisma saving throw. On a fail, the number of targets is reduced to one. (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must require a separate attack roll for multiple attacks that at least have the option to target multiple creatures. For example, magic missile and scorching ray are eligible, but ray of frost and chromatic orb are not.

Slowed Spell

When a creature you can see within 60 feet of you casts a spell that has a casting time of 1 bonus action or 1 action, you can spend 2 sorcery points to force that creature to make a Charisma saving throw. On a fail, the casting time for this casting increases. If the spell has a casting time of 1 bonus action, it changes to 1 action for this casting. If the spell has a casting time of 1 action, it changes to 2 actions for this casting.

Wandering Spell

When a creature you can see within 60 feet of you casts a spell that requires an attack roll and the attack hits you or a creature that you can see within 30 feet, you can spend 2 sorcery points to force the attacking creature make a Charisma saving throw. On a fail, it must reroll the d20, and it must use the new roll.

Weakened Spell

When a creature you can see within 60 feet of you casts a spell that causes damage, you can spend 1 sorcery point to force it to make a Charisma saving throw. On a fail, it must reroll a number of the damage dice up to your Charisma modifier (minimum of one). It must use the new rolls.

Open Source

You can either become a source of magical power or a vacuum of magical power. As an action, you open up your connection to the weave and choose to become a Source that bolsters or a Vacuum that absorbs power from spells. The effect lasts for 1 minute or until you lose concentration (as if concentrating on a spell).

You choose the form each time you use this ability:

Source. Whenever a spell is cast within 30 feet of you, you must expend and roll 2 Sorcerer hit dice. Add the number rolled to the damage roll or saving DC of the spell.

Vacuum. Whenever a spell is cast within 30 feet of you, roll 2d6 and subtract the number rolled from the damage roll or saving DC of the spell. Then regain 2 expended Sorcerer hit dice.

Unraveler

Your inherent connection to the weave has grown so strong that you can control whether or not it can be accessed at all by any creature nearby. As an action, you can expend 5 Sorcerer hit dice and emanate an anti-magic field in a 90 foot radius from yourself for 1 minute or until you lose concentration (as if you were concentrating on a spell.) For the duration, anything within the radius acts as if under the effects of the Antimagic Field spell. You must also succeed on a concentration saving throw whenever a creature attempts to cast a spell within the field, or the antimagic field ends and the spell is cast as normal. The DC for this save is 8 + twice the spell’s level (cantrips count as 1).

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