Base Class: Sorcerer
Note: This subclass functions as part of a larger Revised Sorcerer homebrew that uses spell points instead of slots, and Constitution as its casting ability.
Spell Absorption
Starting at 1st level, when you are the target of a spell that deals damage, you can capture some of the incoming energy, lessening its effect on you. You reduce the damage by 1d4+ twice your sorcerer level. You may do this a number of times equal to your proficiency modifier.
The die increases in size as you level up, becoming a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, a d12 at 17th level and a d20 at 20th level.
Spell Redirection
At 6th level, you gain the ability to modify spells cast by other creatures. Choose one option at 6th level and an additional one at 14th. You may use these abilities a number of times equal to your constitution modifier.
Reflect
As a reaction, when you are the sole target of a spell from a hostile creature, you can choose to reflect the spell back at the caster. Make a contested check, your spell attack vs the caster’s. On a success, the spell bounces off you harmlessly and targets the caster instead as if you had cast it (your ability scores determine any DCs, and you maintain concentration on the spell). On a failure, the caster gains advantage to hit you (or you suffer disadvantage on your save against the spell.
Reinforce
As a reaction, when an ally casts a spell while within your resorption range you can expend spell points to upcast their spell. You may take this reaction after rolls have taken place but before the result is determined. Your expended spell slots equal those for the amount of levels you upcast to (ie. upcasting a 1st level spell to 3rd level would cost 3 spell points).
Replicate
As a reaction, when a creature casts a spell within your spell resorption range you can temporarily learn and prepare the spell regardless of if the spell is on the sorcerer spell list. You can only learn one spell at a time this way. You know the spell until the end of a short or long rest, or until you replace it with another spell. If the spell is of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully.
Reshape
As a reaction, when a creature casts a spell that has an area of effect that falls within your resorption range, you can modify the area of effect to exclude you and a number of creatures (equal to your constitution modifier) within your resorption range. Make constitution saving throw, DC = 10 + level of the spell cast + number of creatures (including you). On a success, the spell warps safely around you and any additional creatures, dealing no damage or having no effect. On a failure, the spell warps into your path (as well as any other selected creatures), causing you to auto fail any saves, and dealing double damage where applicable.
Restrict
As a reaction, when a hostile creature casts a spell while within your resorption range you can expend spell points to hinder their spellcasting. Make a contested check, your spell attack vs the caster’s. On a success, choose one of the following spell restrictions:
- Slow: You extend the spell’s requisite casting time, the spell goes off in the same spot in 1d4 turns.
- Shrink: You halve the spell’s range or area of effect. The spell is still expended.
- Weaken: You reduce the spell’s damage by 2 times your constitution modifier.
- Shorten: You halve the duration of the spell. If the spell has no set duration, you impose a 1 minute duration on it (regardless of if the creature maintains concentration on it).
On a failure, roll 1d4 for the effect you create.
- Quicken: The spell’s casting time is reduced to a free action.
- Expand: You double the spell’s range or area of effect.
- Strengthen: You increase the spell’s damage by 2 times your constitution modifier.
- Twin: The spell splits in two as if it had been cast, landing anywhere the caster chooses.
Retribution
As a reaction, immediately after being targeted by a spell (regardless of if it hits or not), you can make a spell attack against the caster. It may be a spell that targets multiple creatures, or has an area of effect.
Magical Difficult Terrain
At 14th level, you gain the ability to charge the space around you with pure magic, creating an environment where magic is prone to go wild. As an action, you create an area no larger than your resorption range. Whenever a creature within this range casts a spell, it must make a save with its spellcasting ability, DC = 10+ the spell level, or lose control of the spell. On a natural 1, the creature must roll on the wild magic table as the spell goes awry. On a regular failure, the spell fizzles out harmlessly, but still consumes spell slots or points.This effect lasts 1 minute or until you drop concentration on it. Once you use this feature, you can't do so again until you finish a long rest. You may use it twice at 18th level.
Master of Spellwork
At 18th level, you gain resistance to all types of magical damage. Additionally, once per turn as a reaction, you can choose to simply cancel out a spell cast by a creature within your resorption range. You can use this feature a number of times equal to your constitution modifier, regaining expended uses on a long rest.
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