Sorcerer
Base Class: Sorcerer

Although most sorcerers draw their power from their lineage to a specific plane or element, your well of power comes from a far more pure source, the pure arcane energy flowing throughout the universe. Sorcerers of this bloodline tend to take it further than being naturally magical, studying the source and vastness of their inner wellspring of power. Most seeking to travel the universe in search of its source, or to find the purest form of arcane energy.

Archon Sorcerers will usually spend their lives perfecting their magic to the very core, creating more complex ways of channeling their inner power. Using their natural affinity to the limitless flow of arcane energy to gain far more precise and powerful manipulation over magic.

Overflowing Magic

Starting at 1st level your magic overflows with pure arcane energy, making them more volatile and potent. When casting a sorcerer spell or cantrip, you may deal additional force damage on one instance of damage based on your level in this class, as shown in the table below. You may use this ability an amount of times per long rest equal to your charisma modifier.

Sorcerer Level Archon Die

1st

d6

6th

d8

14th

d10

18th

d12

 

Additionally you learn additional spells when you reach certain levels in this class, as shown on the Psionic 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.

Sorcerer Level Spells
1st snare, alarm
3rd magic mouth, skywrite
5th glyph of warding, magic circle
7th hallucinatory terrain, private sanctum
9th planar binding, wall of force

Arcane Geometry

Through your studying of the arcane you have learnt to conjure glyphs to enhance your natural magic. As a bonus action you may expend one sorcery point to summon a 5ft diameter glyph on a surface that you can see within 30 ft. of you. The glyph is obviously magical with arcane runes swirling within it, and is dispelled if it is targeted by the dispel magic spell or moves more than 5 ft. While within 30 ft. of the glyph you may cast sorcerer spells through it as if you were in it's space (including touch spells), although you must use your own visual senses. If a friendly, willing creature is within the area of the glyph, you may target them with spells that would normally only target yourself, up to 6th level. You may have an amount of glyphs equal to your proficiency bonus, and glyphs disappear after one hour, or if you dismiss them as a free action. Additionally through your time spent practicing and studying magic, you gain proficiency in arcana.

Arcane Swell

Beginning at 6th level whenever you convert sorcery points into spells slots or visa versa, you may surge with the arcane energy within you body. When doing so you may choose between two options.

Tear - Creatures of your choice within 30 ft. of you or one of your glyphs, take an amount of archon die in force damage equal to the level of the spell slot created or converted.

Barrier - Creatures of your choice within 30ft. of you or one of your glyphs receive an amount of temporary hit points equal to five times the level of the spell slot created or expended.

Rune Scribe

At 14th level you learn to create more complex glyphs, using your arcane affinity to inscribe various runes into them. Whenever you create a glyph, you chose it to be one of the options below, and may designate creatures to be immune to the effects.

Imprisonment Glyph - A creature that starts its turn or enters fully into the glyphs area for the first time on its turn must make a charisma save against your spell save DC. On a fail, the creature is bound to the glyph, unable to leave the area. A creature that fails may repeat the save at the start of its turn.

Warding Glyph - Whenever a creature tries to enter the area of the glyph or make a melee attack against a creature within the area of the glyph, that creature must make a charisma saving throw equal to your spell save DC. On a fail, that creature cannot enter the area of the glyph or make melee attacks against those within the area until the start of its next turn.

Infiltration Glyph - This special glyph does not glow or radiate with magic like your others, using your arcane affinity to conceal its presence. As an action you may use your own senses to peer through the glyph, allowing you to see and hear as if you were in its space. A creature may use its action to make an investigation check against your spell save DC to spot the glyph. You cannot cast spells through this glyph.

Improved Glyphs

Through your time spent training and further understanding of your own magic, you have learnt to improve the glyphs you create. You can now create glyphs on a surface you can see up to 60 ft. away, and can cast sorcerer spells through them from the same distance. The diameter of your glyphs may now be up to 15 ft in diameter.

Once per turn when you cast a spell through a glyph, you may deal additional force damage equal to a roll of your archon die (This may stack with Overflowing Magic). Additionally you may use charisma for arcana checks while standing within the area of your own glyphs.

Glyph Gateways

At 18th level you have learnt to perfectly control the magic and space within your glyphs. Whenever you create a glyph, you may choose to create up to three. While you are not incapacitated, you or a friendly creature may expend 10 ft. of movement while within a glyph to teleport to an unoccupied space within the area of another glyph within 60 ft. Additionally you gain new benefits to your glyphs.

- Creatures of your choice within your glyphs have advantage against saves from spells and other magical effects, and may deal additional force damage equal to one roll of your archon die on their attacks or spells.
- Creatures of your choice gain resistance to force damage while standing within any of your glyphs.
- When casting a spell that effects an area, you may chose to have the spell originate from the center point of two of your glyphs.
- While within one of your own glyphs, you gain a bonus to armor class equal to half your charisma modifier while not wearing armor or wielding a shield.

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