Sorcerer
Base Class: Sorcerer

The Great Magus Soul is designed to create fluidity and greater flexibility within the Sorcerer as a class. As with other Subclasses, it expands the Sorcerers spell pool, but does so in a less restrictive way. It also puts a greater emphasis on the use of Sorcery points and Metamagic while improving on certain aspects of the Sorcerers kit. The subclass may feel less wonderous or fanciful than certain others, such as Draconic heritage or Abberant Mind, and may even feel more so as a generic blanket improvement. This is intentional, as the subclass was designed to make the Sorcerer truly feel like just an exceptionally talented mage, and not a being drawing on the power of otherworldly beings. 

Arcane Prodigy

Starting at 1st level, your lineage of arcane power has already begun to expand your abilities as a spellcaster, expanding the spells you are able to cast greatly. This innate power and knowledge continues to grow during your earlier days of Sorcery. At first level, you gain 1 additional 1st level spell and 1 additional cantrip. These spells can be from any spell list, and do not have to share a spell list with each other, and are considered Sorcerer spells for you. These spells do not count towards the number of spells or cantrips known. You gain additional spells at certain levels beyond the 1st.

At 3rd level, you gain an additional 2nd level spell from any spell list.

At 5th level, you gain an additional 3rd level spell and an additional cantrip from any spell lists.

At 7th level, you gain an additional 4th level spell from any spell list.

At 9th level, you gain an additional 5th level spell and an additional cantrip from any spell lists.

Arcane Weaver

Starting at 1st level, your abilities with magic, at its base, is so advanced that you are able to utilize your knowledge and abilities with other spells to change the flow or elemental affinity of your spells even as you cast them. Whenever you cast any spell that deals damage, you can change the damage type or types listed in the spells description to a damage type mentioned in the description of any other spell you know.

Superior Mage

Starting at 6th level, your talent as a Mage has grown to a degree where certain staple spell effects. If you don't already know the Mage Hand cantrip, you learn it. Your Mage Hand obeys your mental commands (no action required) as best as it is able to, within the parameters of the spells description. In addition, so long as you are not wearing armor, your Ac becomes 13 + Your Dexterity modifier, but are unaffected by the Mage Armor spell.

Chain Casting

Starting at 6th level, whenever you use Metamagic to modify the effects of a spell which consumes a spell slot of 1st level or higher, you can repurpose the lingering abundance of arcane energy to quickly release a cantrip as a bonus action.

Arcane Feedback

Starting at 14th level, whenever you modify a spell that deals damage with a Metamagic effect, the spell deals additional damage equal to your Charisma modifier to all applicable targets. If the spell creates multiple projectiles, each projectile benefits from the increased damage.

In addition, when casting a spell which consumes a spell slot of 6th level or higher, you recover Sorcery points equal to 1/2 the spells level (rounded down).

Maximize Spell

Starting at 18th level, you learn to augment spells in a new way, by overloading the arcane energy contained within the spell. When you cast a spell which deals damage to one or more creatures and which consumes a spell slot of 1st level or higher, you may spend 2 Sorcery points per level of the spell slot consumed to cause the spell to deal its maximum possible damage to all affected targets. If the spell creates multiple projectiles, each projectile benefits from this effect. If the spell requires an attack roll which results in a critical strike, the spell deals twice its maximum damage, instead of its maximum damage.

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