Base Class: Sorcerer
At some point in your, or your ancestors past you received a blessing. Your power is drawn from the lingering remnants of this blessing. Because the power isn't your own and is limited you can't cast powerful spells, but have a large pool of magic that can be used to release fast, customized, low powered spells. This subclass grants you more sorcery points and metamagic options while limiting your spells to level 6 or below.
Spell Merge
When you use your action to cast a sorcerer spell of first level or higher that deals damage, you can use your bonus action to merge a damage dealing cantrip with it. The damage of the cantrip is added onto the damage of the original spell and any on hit effects applied by the cantrip are also applied. You can chose to change the damage type of the spell to that of the cantrip or vice versa. If the original spell requires a targets to make a saving throw any effects applied by the cantrip only apply if they fail the save. (Ex. If you cast Burning hands at first level and merge ray of frost with it any creatures in a 15ft cone make a dex saving throw. If they fail they will take 3d6 + 1d8 fire or cold damage and their speed is reduced for 10 until the start of your next turn. If they succeed the saving throw they take half the damage and don't lose movement speed.)
You can use this feature a number of times equal to either your charisma modifier or your sorcerer level, whichever is higher. You regain all uses of this feature when you complete a long rest.
Well of Power
When you gain a level in this class level up according to the following chart instead of the normal sorcerer table.
|
Level |
Proficiency |
Sorcery |
Features |
Cantrips |
Spells |
—Spell Slots per Spell Level— |
||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
5th |
6th |
|
|
|||||||
|
1st |
+2 |
— |
4 |
2 |
2 |
— |
— |
— |
— |
— |
|
|
|
|
|
2nd |
+2 |
6 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
||||
|
3rd |
+2 |
9 |
4 |
4 |
3 |
2 |
— |
— |
— |
— |
||||
|
4th |
+2 |
12 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
||||
|
5th |
+3 |
15 |
— |
5 |
5 |
4 |
3 |
— |
— |
— |
— |
|||
|
6th |
+3 |
18 |
5 |
5 |
4 |
3 |
— |
— |
— |
— |
||||
|
7th |
+3 |
21 |
— |
5 |
6 |
4 |
3 |
2 |
— |
— |
— |
|||
|
8th |
+3 |
24 |
5 |
6 |
4 |
3 |
2 |
— |
— |
— |
||||
|
9th |
+4 |
27 |
— |
5 |
7 |
4 |
3 |
3 |
— |
— |
— |
|||
|
10th |
+4 |
30 |
6 |
7 |
4 |
3 |
3 |
1 |
— |
— |
||||
|
11th |
+4 |
33 |
— |
6 |
8 |
4 |
3 |
3 |
1 |
— |
— |
|||
|
12th |
+4 |
36 |
6 |
8 |
4 |
3 |
3 |
2 |
— |
— |
||||
|
13th |
+5 |
39 |
— |
6 |
9 |
4 |
3 |
3 |
3 |
— |
— |
|||
|
14th |
+5 |
42 |
6 |
9 |
4 |
3 |
3 |
3 |
1 |
— |
||||
|
15th |
+5 |
45 |
— |
6 |
10 |
4 |
3 |
3 |
3 |
1 |
— |
|||
|
16th |
+5 |
48 |
6 |
10 |
4 |
3 |
3 |
3 |
2 |
— |
||||
|
17th |
+6 |
51 |
6 |
11 |
4 |
3 |
3 |
3 |
2 |
1 |
||||
|
18th |
+6 |
54 |
6 |
11 |
4 |
3 |
3 |
3 |
3 |
1 |
||||
|
19th |
+6 |
57 |
6 |
12 |
4 |
3 |
3 |
3 |
3 |
2 |
||||
|
20th |
+6 |
60 |
6 |
12 |
4 |
3 |
3 |
3 |
3 |
2 |
||||
Improved Metamagic
When you gain the metamagic feature you gain an additional two metamagic options and the following options are added to the list of choices. In addition you can use two metamagic options on each spell unless otherwise noted.
Twisted Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to change the type of saving throw they make.
Growing Spell
When you cast a cantrip that deals more damage as you gain levels, you can spend 2 sorcery points to have it deal the next level of damage. If you already are casting the highest level of this spell you instead can add your Charisma modifier to it's damage for 1 sorcery point.
Natural Casting
You have mastered the art of converting the magic within you into spells.
Starting at 6th level, as a bonus action on your turn you can create any number of spell slots of up to 5th level each by spending an amount of sorcery points equal to the total level of the spell slots created.
Weave of Magic
Starting at 14th level, when you cast a spell and alter it using a metamagic option you spend one less sorcery point to do so to a minimum of 1 point spent. When you cast a cantrip and alter it with metamagic you spend one less sorcery point to do so with a minimum of 0 points.
Entwined Spells
Starting a 18th level, when you cast a spell of second level or higher that deals damage, you can use a bonus action to merge a spell of a lower level that also deals damage into it. The damage of the lower level spell is added onto the damage of the original spell and any on hit effects applied by the lower level spell are also applied. You can chose to change the damage type of the spell to that of the lower level spell or vice versa. If the original spell requires a targets to make a saving throw any effects applied by the lower level spell only apply if they fail the save.
You can use this feature a number of times equal to your charisma modifier. You regain all uses of this feature when you complete a long rest.
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