Base Class: Sorcerer
The Surging Soul sorcerer's magic is ingrained into their lifeforce, to the extent where overexertion begins to cause physical damage to their bodies.
Emanate
Starting at 1st level, you can use a reaction and spend a Hit Die to generate Temporary Hit Points equal to the result. Additional uses of this ability can cumulatively add to Temporary Hit Points that have been generated from this ability previously.
Additionally, at second level, you can spend 2 Sorcery Points to generate 1 Hit Die.
Emanate
At second level, you can spend 2 Sorcery Points to generate 1 Hit Die.
Surging Soul
At 6th level, your life energy erupts forth to fuel your spells. You can upcast levelled spells by using your own lifeforce rather than higher spell slots.
You may cast a levelled spell at its base level and then spend an amount of HP equal to your proficiency bonus, per level, that you are upcasting.
- For example: a level 1 spell upcast to level 2 this way would use a level 1 spell slot and spend HP equal to your proficiency bonus. Spending HP in this way reduces your Maximum HP until you finish a long rest.
- Spells upcast this way cannot exceed a spell level you are able to cast based on the sorcerer spell table.
You gain advantage on Constitution saving throws made to maintain concentration. If another source would give advantage to Constitution saving throws to maintain concentration, you automatically succeed instead.
Magical Secrets
By 6th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose one spell from any class, including this one. The spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip.
The chosen spell counts as a sorcerer spell for you and is in addition to the Spells Known column of the Sorcerer table.
You learn one additional spell from any class at 10th level, 14th level, and again at 18th level.
Magical Secrets (06)
By 6th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose one spell from any class, including this one. The spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip.
The chosen spell counts as a sorcerer spell for you and is in addition to the Spells Known column of the Sorcerer table.
You learn one additional spell from any class at 10th level, 14th level, and again at 18th level.
Magical Secrets (10)
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose one spell from any class, including this one. The spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip.
The chosen spell counts as a sorcerer spell for you and is in addition to the Spells Known column of the Sorcerer table.
You learn one additional spell from any class at 14th level, and again at 18th level.
Magical Secrets (14)
By 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose one spell from any class, including this one. The spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip.
The chosen spell counts as a sorcerer spell for you and is in addition to the Spells Known column of the Sorcerer table.
You learn one additional spell from any class at 18th level.
Magical Secrets (18)
By 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose one spell from any class, including this one. The spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip.
The chosen spell counts as a sorcerer spell for you and is in addition to the Spells Known column of the Sorcerer table.
Arcane Feedback
At 14th level, whenever you cast a spell that requires an attack roll, if that spell misses (at DM/GM discretion), you gain a number of SP equal to that spell's level when cast.
If you roll a 1 on the attack, and critically fail, you do not gain SP this way.
Arcane Regeneration
At 18th level, whenever you spend a Hit Die to restore HP you also gain that many Temp HP, and you gain 1 SP per Hit Die spent. Temp HP gained this way can be cumulative to those earned from other class features.
Surging Aura
At 18th level, raw energy pulses from you in an aura with a 30-foot radius. The aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to force damage and necrotic damage.
In addition, whenever you gain Temp HP each other affected creature gains Temp HP equal to your CON modifier. When you gain Temp HP you also gain an additional amount equal to your CON modifier.
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