Sorcerer
Base Class: Sorcerer

The Essence Siphoner is a sorcerer subclass that specializes in the manipulation and absorption of magical energies. With their innate abilities, they can tap into the essence of creatures, stealing their powers and weaving them into their own spells. Through their mastery over absorption, they become formidable adversaries, able to adapt to any magical threat and turn the powers of their foes against them. As they delve deeper into their arcane arts, they unlock the secrets of the weave, becoming conduits of raw magical energy

Essence Absorber

At 1st level, you gain the ability to absorb the magical essence and energies of creatures you touch.

Absorption Touch:

Whenever you successfully hit with a melee spell attack, the target must make a Constitution saving throw against your Sorcerer spell save DC.

  • Debuff System: Upon a failed Constitution saving throw, the target suffers increasingly severe debuffs based on the number of consecutive failed saves. Each debuff effect stacks with the previous ones.
  1. Initial Failure: The target suffers disadvantage on the next attack roll they make before the end of their next turn.
  2. Second Failure: If the target fails a second Constitution saving throw against the Absorption Touch within a certain duration, their movement speed is reduced by 10 feet until the end of their next turn.
  3. Third Failure: If the target fails a third Constitution saving throw against the Absorption Touch within the same duration, they suffer disadvantage on the next saving throw they make before the end of your next turn.
  • Additionally, your pool of Absorption Points equals your level. You gain one Absorption Point each time a creature fails its Constitution saving throw against your Absorption Touch. Your pool of Absorption Points does not reset on a rest.

 

Retributive Touch

Retributive Touch
Starting at 1st level, you can harness the absorbed energies to reflect harm back at your attackers. When you are hit by a melee attack, you can use your reaction to spend up to half of your total Sorcerer level (rounded down) in Absorption Points. The attacker takes force damage equal to your proficiency bonus for each Absorption Point expended.

Enhanced Siphon

  • Energy Reservoir (Once per Short Rest): Once per short rest, when you use your Absorption Touch feature, you may choose a number of creatures in a 10-foot radius centered on you to make the saving throw or suffer the effects of Absorption Touch. For each creature that fails the save, you gain a number of Absorption Points equal to the number of creatures that failed the save.

  • Protective Energy Infusion: You can spend Absorption Points to infuse your spells with additional protective energy. Whenever you cast a spell, you can spend Absorption Points equal to the spell's level to gain a bonus to your AC equal to the number of points spent until the start of your next turn.

Protective Absorption

 

Starting at 10th level, your mastery over absorption extends to protecting yourself from area of effect spells or features. When you are subjected to damage from an area of effect spell or feature, you can use your reaction to absorb a portion of the damage. You reduce the damage taken by an amount equal to 2d6 for each Absorption Point expended.

Essence Theft

 

Starting at 18th level, your mastery over absorption reaches its apex, allowing you to steal abilities from creatures you target with your Absorption Touch. Whenever you successfully hit a creature with a melee spell attack using your Absorption Touch feature, and the creature fails its Constitution saving throw, you can attempt to steal one of its abilities.

  • Ability Theft: You can choose one ability from the creature that it has available at the time of the attack. This could be a special attack, a trait, or any other feature the creature possesses. You gain access to this ability for a duration of 1 minute. You can use this ability once, and then it dissipates from your memory.

  • Limitations:

    • You can only steal one ability per creature per day.
    • You can only know one stolen feature at a time. If you attempt to steal another ability while already under the effect of a stolen ability, the previous stolen ability is replaced.

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