Sorcerer
Base Class: Sorcerer

You were born with magical properties for some unknown reason, but these powers make you much more powerful than most sorcerers in terms of their powers, making you the master of sorcery.

Meta-Magic Upgrades [1]

With this feature, you gain the ability to upgrade your meta magic abilities once you reach level three, but as of right now, you're capable of choosing between one of these special meta magic abilities.

Specials
Violent Spell: If the spell has a damage/healing output, you can put in two sorcery points to increase the amount by one. [Can stack with other metamagic spells]
Ethereal Jaunt Spell: When you cast a spell that teleports a creature, for each sorcery point you spend, you can teleport one additional willing or unconscious creature within 5 feet of you.
Magical Shell: You gain the ability to become resistant to a damage type after being hit by it using 5 sorcery points to become resistant to it for a minute. [Can stack up to 3 different damage type that isn't slashing, piercing, or bludgeoning]
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Using the upgrade feature, you can choose between three upgrades to give to your meta magic options a boost [must have them equipped], at level 10 you get two more upgrades.
Upgrades
Superior Quickened Spell: Using 4 extra sorcery points you can cause spell to use no action [Once per turn]
Alternate Twinned Spell: Using an additional sorcery point following the rules of twinned spell, you can now target the same creature twice.
Extra Twinned Spell: Using two additional sorcery points, you can double the amount of spells you used from twinned spell [Can stack with Alternate]
Enhanced Extended Spell: Now the time extended for this is quadrupled instead of doubled to the same max of 24 hours.
Target Seeking Spell: Using 4 sorcery points you can get advantage on hitting your target(s) with your spell instead of having to use the new roll
Ultimate Transmuted Spell: You can now use every damage type except for bludgeoning, piercing, and slashing for your spells
Critical Empowerment Spell: Instead of rerolling the damage dice, you can use up 10 sorcery points to do an automatic critical if you hit (got to decide before you hit)
Extremely Distant Spell: You can now quadruple the distance of a spell instead of doubling it.

Alternate Twinned Spell

Alternate Twinned Spell: Using an additional sorcery point following the rules of twinned spell, you can now target the same creature twice.

Critical Empowerment Spell

Critical Empowerment Spell: Instead of rerolling the damage dice, you can use up 10 sorcery points to do an automatic critical if you hit (got to decide before you hit)

Enhanced Extended Spell

Enhanced Extended Spell: Now the time extended for this is quadrupled instead of doubled to the same max of 24 hours.

Ethereal Jaunt Spell

Ethereal Jaunt Spell: When you cast a spell that teleports a creature, for each sorcery point you spend, you can teleport one additional willing or unconscious creature within 5 feet of you.

 

Extra Twinned Spell

Extra Twinned Spell: Using two additional sorcery points, you can double the amount of spells you used from twinned spell [Can stack with Alternate]

Extremely Distant Spell

Extremely Distant Spell: You can now quadruple the distance of a spell instead of doubling it.

Magical Shell

Magical Shell: You gain the ability to become resistant to a damage type after being hit by it using 5 sorcery points to become resistant to it for a minute. [Can stack up to 3 different damage type that isn't slashing, piercing, or bludgeoning]

Superior Quickened Spell

Superior Quickened Spell: Using 4 sorcery points you can cause spell to use no action [Once per turn]

Target Seeking Spell

Target Seeking Spell: Using 4 sorcery points you can get advantage on hitting your target(s) with your spell instead of having to use the new roll

Ultimate Transmuted Spell

Ultimate Transmuted Spell: You can now use every damage type except for bludgeoning, piercing, and slashing for your spells

Violent Spell

Violent Spell: If the spell has a damage/healing output, you can put in two sorcery points to increase the amount by one. [Can stack with other metamagic spells]

Superior Sorcery [1]

As the power of pure meta-magic flows through your veins you have gained the following traits.

You gain two sorcery points on each initiative, all the while you get four sorcery points on a short rest, additionally you gain 1 extra sorcery point per level.

Sorcerous Weakness [1]

Due to being created from an being impregnated by another Chosen Sorcerer, or a mystical being made out of pure magic, impregnating a vessel or the Chosen Sorcerer [your mother] creating you. Because of this origin you gain these following downsides.

1. You are unable to use counterspell
2. Antimagic Field halves your hp
3. If you run out of 'Sorcery Points' you will take a #d6 amount of damage [# = your hit pool]
4. Counterspell disables your magic for 2 rounds, and deals #d10 amount of damage [1/3 of your level]
5. You radiate a 50ft orb of glowing light centered on you when someone casts detect magic [Not capable of blinding]

Sorcery Affinity [6]

Due to your affinity towards sorcery points, you are capable of doing things no other sorcerer can do.

1. You can now use sorcery points to regain higher level spells but not to regain 10 points= 6th level, 15 points = 7th level, 17 points = 8th level, 24 points = 9th level [Must be able to cast it regularly to regain a slot]
2. You can use sorcery points to give other players spell slots using the regular spell slot creating rules [Meaning you can't use the feature above this one]
3. If you waste some of your sorcery points you can give every enemy a negative damage bonus equal to half the amount you waste which can end up healing your allies if it goes low enough and giving your allies a bonus to the damage equal to again, half the amount you wasted.
4. If you use up 5 sorcery points you can give allies advantage on any roll [not you]

[1. makes you use an action, bonus action, reaction, and concentration until the start of your next turn but a 8th level requires 2 rounds to waste and concentration, 9th being 3 rounds.]

Sorcerous Adaptation [14]

You have adapted to your newfound power so much that you become even harder to kill. You gain resistance to 2 damage types [that isn't slashing, piercing, or bludgeoning]

Superior Metamagic Upgrade [18]

Now that you unlocked your full capabilities you are capable of unlocking one of these four options into that of a superior one.

Enhanced Violent Spell: Using the same number of points you can increase the damage/healing output two instead of one.
Unbreakable Magical Shell: With this you can use a reaction to become immune to the damage type for 1 minute as you use 7 sorcery points in order to do so. [3 damage types]
Infinite Extended Spell: With this you can quadruple the duration of a spell with no limit behind it.
Infinite Distant Spell: With this you can increase the distance of a spell from 4x to 8x.

Enhanced Violent Spell

Enhanced Violent Spell: Using the same number of points you can increase the damage/healing output two instead of one.

Infinite Distant Spell

Infinite Distant Spell: With this you can increase the distance of a spell from 4x to 8x.

Infinite Extended Spell

Infinite Extended Spell: With this you can quadruple the duration of a spell with no limit behind it.

Unbreakable Magical Shell

Unbreakable Magical Shell: With this you can use a reaction to become immune to the damage type for 1 minute as you use 7 sorcery points in order to do so. [3 damage types]

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