Sorcerer
Base Class: Sorcerer

A truly unique type of sorcery only accessible to individuals whose magic is suffused through their body, lending an amorphous quality. Perhaps a sorcerer of a different origin was attacked and permanently affected by a Gelatinous Cube, submerged in acid, or partially liquefied by poison or necrosis.

Material Magic

At 1st level, you gain the ability to sacrifice portions of your mass to enhance your spells. You may choose to restore any number of sorcery points as a bonus action by reducing your maximum hit points by twice that amount. Your lost hit points are regained after a long rest.

In addition, you may choose a type of gel that your magic is associated with.

Corrosive Gel

Your magic is suffused with an acidic quality.

Necrotic Gel

Your magic brings with it decay and rot.

Toxic Gel

Your magic is tinged with poisonous ooze.

Potent Casting

Your offensive magic takes on a portion of your composition. Spells and cantrips that deal damage associated with your Material Magic type deal an additional 1d6 damage. This bonus increases to 2d6 at 6th level, 3d6 at 14th level, and 4d6 at 18th level.

Gel Metamagic

Starting at 6th level, you can use your sorcery points to create unique Metamagics that stem from your ooze body. You may choose one Metamagic from the options provided at 6th level, 14th level, and 18th level.

Amorphous Spell

When you cast a spell that has an area of effect, such as Sword Burst or Lightning Bolt, you can spend one sorcery point to infuse it with your amorphous quality. Provided the spell's area does not exceed its normal maximum and it stays in one contiguous region, you may reshape the spell's area of effect however you wish before it takes place.

Elastic Spell

When you are hit, you can spend 2 sorcery points to cast a spell as a reaction. This option cannot be used if you cast a leveled spell on your turn.

Embedded Spell

When you cast a spell, you can spend 2 sorcery points to delay the spell's casting by one turn by embedding the magic within yourself. If the spell's casting time was one action, it now counts for one bonus action. On the turn the spell is released, you can cast other leveled spells as normal

Oozing Spell

When you cast a spell that has an area of effect, such as Fireball or Cone of Cold, you can spend one sorcery point to increase the range of the spell's area by 10 ft. (i.e. the radius of Fireball would be 30 ft. and the range of Cone of Cold would be 70 ft. The spell also becomes associated with your Material Magic type for the purposes of your Potent Casting.

Slippery Spell

When you succesfully hit an opponent with a ranged or melee spell attack, you can spend two sorcery points to create slippery slime beneath them. The area of slime covers the entirety of the opponent's area, such that Huge opponents have more slime underneath them than Medium ones. The slime creates difficult terrain and imposes disadvantage on Strength and Dexterity saving throws, and any creature attempting to enter or leave the area must succeed on a Dexterity saving throw to avoid slipping and becoming Prone.

Viscous Spell

When you successfully hit with a ranged or melee spell attack, you can spend a sorcery point to attempt to trap the target with slime. The target must succeed on a Strength saving throw or be restrained.

Attuned Material

Starting at 6th level, you gain immunity to the damage type associated with your Material Magic. In addition, you can use Metamagics on spells that deal damage associated with your Material Magic type without consuming sorcery points. You can use this feature twice at 6th level, three times at 14th level, and four times at 18th level.

Phase Shift

At 14th level, you gain the ability to turn into a cloud of acid vapor. You gain the ability to cast Gaseous Form once per long rest. It does not count toward your known spells and it is always prepared. When the spell is used via this feature, your gaseous form is composed of acid vapor and is harmful to creatures that inhale it. If you occupy the space of another creature, they must succeed on a Constitution saving throw or take 3d8 acid damage.

Magic Absorb

Beginning at 18th level, you can absorb magical effects to replenish your internal font of magic. When your sorcery points are not at their maximum, you can use an action to drain the magic from a spell effect within reach. Examples of spell effects that you can drain include Force Cage, Wall of Fire, and Telekinesis. If the spell has an effect when you touch it, as with Wall of Fire, the effect applies before you can drain the spell. If the spell effect is applied to a creature, you must touch the creature.

If you succeed on a Constitution check, the spell's effect automatically ends and you regain a number of sorcery points equal to half of the spell's level, rounded up, with a minimum of 1. If your sorcery points would exceed their maximum from absorbing the spell, each excess sorcery point is converted into 2 temporary hit points. If the spell's effect deals damage associated with your Material Magic type, you can automatically end the effect without a Constitution check.

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