Sorcerer
Base Class: Sorcerer

All practitioners of magic learn to tap into the awesome power of the Weave to bend the powers of the arcane to their will. However, some individuals are born with an unusual tolerance to the devastating force of the Weave and can channel more of the raw power of the cosmos into their spells. These sorcerers are called Arcanists, after the waves of raw arcane power they can manipulate with apparent ease. Some view this power as an amazing gift, something to be celebrated and cultivated. Others see it as a liability, because no one person should have access to that much raw power. History is full of Arcanists who did great things, some wonderful, some terrible. The choice is yours how you use this power. Will you be responsible with your gifts, or use them selfishly?

Arcane Versatility

Starting when you choose this origin at 1st level, your superior magical manipulation skills allow you to master simple spells with ease. You gain two additional Cantrips from any spell list. These spells count as Sorcerer spells for you and use Charisma as their spellcasting ability.

Arcane Dynamo

Also at 1st level, you have learned how to channel additional arcane power into yourself when you cast spells. Whenever you cast a spell of 1st level or higher, you gain a number of Arcane charges equal to the spell level. You may have a maximum number or charges equal to your Charisma Modifier. Whenever you cast a spell, you may expend any number of Arcane charges to overcharge the spell (the charges are deducted from your Arcane charge total before you gain any charges from casting a spell.) For each charge used, the spell deals an additional 1d6 Force damage. This damage increases to 1d8 at 7th level, 1d10 at 12th level, and 1d12 at 16th level.

Overflowing Power

At 6th level, you have learned how to harness the arcane power you can't store within yourself. Whenever you gain charges from your Arcane Dynamo feature greater than your maximum number of charges, you immediately may use one of the following abilities:

Arcane Pulse- Target creature within 30ft of you that you can see makes a Dexterity save against your spell DC or takes Force damage equal to the number of Arcane Dynamo damage die per charge over your maximum you would have. (example: you have your max number of charges at 3rd level. You gain 2 more. This would deal 2d6 Force damage.) Upon a successful save they take half damage.

Arcane Ward- Target creature within 30ft of you that you can see (including yourself) gains Temporary Hit Points equal to a number of Arcane Dynamo damage die per charge over your maximum you would have. (example: you have your max number of charges at 3rd level. You gain 2 more. This would grant 2d6 Temporary Hit Points.) A creature cannot benefit from this feature if they currently have Temporary Hit points from this feature.

Mana Drain

At 14th level, you have learned how to absorb some of the arcane energy of spells that target you. Whenever you are affected by a spell of 1st level or higher, you may use a reaction to absorb it. You immediately reduce the damage it would deal by half if it would deal damage, and regain an expended spell slot of up to the same level as the spell was. You may use this feature twice per Long Rest.

Arcane Cascade

Beginning at 18th level, you have learned how to unleash a torrent of spells simultaneously. Once per Long Rest, when you cast a spell, you may choose to activate Arcane Cascade. After the first spell you cast resolves, you may then attempt to cast a spell of one spell level lower than your original spell. Make a Concentration check with a DC of 10+ spell level you want to Cascade. Upon a successful Concentration check, you successfully cast the spell and may Cascade again, attempting to cast an additional spell one level lower than the spell you just cast. Should you fail your Concentration check, the Cascade ends.

(Example: You cast a 7th level spell and activate Arcane Cascade. You then roll a Concentration check with DC of 16. You succeed and cast a 6th level spell. You roll a Concentration check with a DC of 15. You succeed and cast a 5th level spell. You roll a Concentration check with DC 14. You fail. Cascade ends.)

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