Base Class: Sorcerer
Your sorcerous powers are drawn from an innate connection with the weave, the foundation of magic itself. Where a wizard would tap into the weave through precise incantation and careful study, you are one with it, shaping it through instinct and willpower.
There are innumerable ways in which one can come to be intertwined with the weave, from cosmic coincidence to divine intervention. If you choose, you may roll on the Arcane Origin table to determine the source of your power.
Arcane Attunement
You gain proficiency in the Arcana skill if you don’t have it already. When you make an Intelligence (Arcana) check, you can use your 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.
Arcane Spells
You learn additional spells when you reach certain levels in this class, as shown on the Arcane 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 wizard spell list.
Arcane Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | magic missile, detect magic |
| 3rd | arcanist's magic aura, magic weapon |
| 5th | resilient sphere, dispel magic |
| 7th | arcane eye, tiny hut |
| 9th | arcane hand, scrying |
Spell Deflection
At 6th level, you learn to twist the spells of your enemies to your will. When you succeed on a saving throw against a spell, or a spell attack misses you, you can use your reaction to spend a number of sorcery points equal to the spell’s level and partially redirect that spell at a creature you can see within 60 feet of you (1 sorcery point if the spell is a cantrip).
If the triggering effect was an attack roll, the roll is repeated against that creature, using your sorcerer spell attack modifier. If the triggering effect was a saving throw, the creature makes its own saving throw against that effect, using your sorcerer spell save DC. The deflected effect treats you as its caster for all other purposes. The initial effects of the spell are otherwise unchanged.
The deflected spell must be of a level you can cast. This ability cannot be used against area effects, such as the explosion of a fireball.
Magic Avoidance
At 14th level, you have advantage on saving throws against spells. Furthermore, when you use your Spell Deflection ability, any effect of the triggering spell against you is negated.
Share Metamagic
At 18th level, your mastery over magic allows you to empower the spells of your allies. When a willing creature you can see within 60 feet of you casts a spell, you can use your reaction to apply a Metamagic option that you know to that spell. You determine how to use the Metamagic option you grant the caster. You must obey all other restrictions for that Metamagic option and spend sorcery points as normal.
Once you grant a metamagic option to a creature with this feature, you can’t grant that creature a metamagic option again until it finishes a short or long rest.






