Sorcerer
Base Class: Sorcerer

Make no mistake - your powers aren’t like those who preceded you. You’ve likely been reminded countless times that through no fault of your own, you are relatively powerless in terms of your control over one of the deepest mysteries known to magic. Yet, you still stand above everyone else of your level. In the forest, you are the lone flower to blossom atop the blades of grass. Your strength lets you take advantage of the blessing of the sun’s light that reaches the forest floor. Just be mindful of the aged and wizened trees that tower above you - the ones that long ago earned their monopoly of the dwindling daylight.

In ages past, an Incantatrix (or an Incantatar, for the rare few male examples) was a terrifyingly skilled practitioner of Metamagic. The Incantatrix often had an extreme dislike of all extraplanar entities, and would pursue the practice of any magics that would aid in their eradication. They lived reclusive lifestyles - choosing to fastidiously guard their homes from extraplanar threats. Though only a dozen or so were known to the annals of history, it was suspected that many more may have practiced in secret.

It is from this venerable bloodline that you draw your own powers. Perhaps your own magical awakening was largely impacted by some ancient ancestor in generations past due to some trauma. Perhaps your fervent dislike of a magically-conjured adversary, or your hatred of a deity, or your desire to rip the spells from the mind of an enemy spellcaster was your source of inspiration to pursue this path. Regardless, you now have power slowly reaching that of the greatest mages in their prime. Develop it well.

Incantatrix Magic

You learn additional spells when you reach certain levels in this class, as shown on the Incantatrix Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Incantatrix Spells


 

 

Sorcerer Level Spells
1 Detect Magic, Protection from Evil and Good
3 Aid, Mind Spike
5 Dispel Magic, Intellect Fortress
7 Banishment, Death Ward
9 Dispel Evil and Good, Hold Monster

Bonus Metamagic

At 1st level, you start to sense the beginnings of your own grasp upon the realm of Metamagical spellcasting.

  • You learn one Metamagic option of your choice from the Sorcerer class. You can only use one Metamagic option on a spell when you cast it, unless the option or another feature says otherwise.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source, but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Cooperative Metamagic

Also at 1st level, you can assist others with their spellcraft.

You may apply an appropriate Metamagic option to the spell of another willing and allied creature as it is being cast by expending a number of Sorcery Points equal to the cost of that Metamagic option. You cannot select the ‘Quickened’ or the ‘Subtle’ Metamagic options and the allied creature must be within 60 feet of you. If the Metamagic option would cause a target(s) to be included or excluded from that spell, you select that target(s). Once you have used this ability, it may not be used again until the start of your next turn.

Devour the Arcane

At 6th level, you learn the counterspell spell, which doesn’t count against your number of sorcerer spells known. You can cast this spell by expending 3 Sorcery Points or by expending a spell slot of an appropriate level. If you successfully negate a spell’s effect in this way, you gain 1 Sorcery Point.

In addition, whenever you successfully cast a spell of 1st level or higher that subjects a creature to an effect or causes damage to that creature, you can learn the name of one other spell that is affecting that creature.

Causative Spellbinding

At 14th level, your control of the Weave further extends beyond yourself, and lets you establish a greater dominance over spells. As an action, you may try to wrest control of a spell from either a creature that is concentrating on that spell, or from an object or area that is being affected by the spell.

  • Creature: You can try to take concentration of a spell from another creature within 60 feet of you. Make an ability check with your spellcasting ability contested by the creature's spellcasting ability. That creature may voluntarily fail this check. If you win the contest, you gain control of the spell for as long as you maintain concentration of it, or until the original duration of the spell expires. The spell continues to function as originally cast, except you are now treated as the caster of the spell. The target(s) of the spell do not change as a result of this specific action.

  • Object: You can try to take control of a spell that is affecting an object or area within 60 feet of you. Make an ability check with your spellcasting ability. The DC equals 30 + the spell's level - your Sorcerer Level. If the original caster of the spell is in your same plane of existence, you have disadvantage on this check. On a successful check, you now gain control of the spell until the spell ends or until its original duration expires. When taking control of a spell in this way, you may select a new target(s) as appropriate per the spell. If the caster of the spell is concentrating on that spell, they may continue to maintain concentration of that spell.

Weave Weaver

At 18th level, the arcane knowledge of your Incantatrix ancestry enters an apotheosis - its grandest stage of awakening.

  • The first Metamagic option you use on your turn costs 1 less Sorcery Point to use.
  • Whenever you can apply a Metamagic option to a spell being cast, you may apply a second, different Metamagic option to that spell and can spend up to one less Sorcery Point on that second Metamagic.
  • You may cast counterspell once per turn without using your Reaction on that turn.
  • When you successfully negate a spell's effect, you can spend 3 Sorcery Points to copy the knowledge of that spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a sorcerer spell). For the next 8 hours, you know that spell and can cast it using either your spell slots or by expending a number of Sorcery Points equal to the negated spell’s level. Once you copy a spell in this way, you can’t do so again until you finish a long rest.

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