Sorcerer
Base Class: Sorcerer

Many spellcasters can fold and twist the fabric of magic at their leisure. Wizards spend years studying arcane runes, clerics are given such powers by their deities, and most sorcerers inherit it from someone in their lineage. You on the other hand, have the rare ability to tear at the threads of this Weave, unravel them, and mend them back together. The raw energy of the Weave is known as Spellfire, which can appear as harmless as a font of silver light or as destructive as a radiant blue-white flame. Your affinity with spellfire may have been bestowed to you by the goddess of magic herself, or it may have manifested purely by chance. Either way, it is sure to not go unnoticed.

Raw Magic

1st-level Spellfire Soul feature

You learn additional spells when you reach certain levels in this class, as shown in the Raw Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a conjuration spell from the sorcerer, warlock, or wizard spell list.

Raw Magic Spells
Sorcerer Level Spells
1st cure wounds, faerie fire, produce flame
3rd continual flame, scorching ray
5th counterspell, dispel magic
7th fire shield, wall of fire
9th flame strike, mass cure wounds

Silvery Veil

1st-level Spellfire Soul feature

Your burgeoning affinity with spellfire sheathes you in protective flames. As a bonus action, you can cause magical, heatless, silvery fire to harmlessly erupt from your body and surround you until you’re incapacitated, you die, or you dismiss it as a bonus action. While the spellfire is present, you gain resistance to cold damage, and you are unharmed by temperatures as low as -50 degrees Fahrenheit.

Overflowing Font

6th-level Spellfire Soul feature

The maximum number of sorcery points you can have at one time is increased. You now add your proficiency bonus to the number shown in the Sorcery Point column of the Sorcerer table for your level.

Blue Flame Siphon

6th-level Spellfire Soul feature

At 6th level, you gain the ability to absorb magical energy. Whenever a spell attack or magical effect misses you or you succeed on a saving throw against a spell or magical effect, you can use your reaction to make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, you gain a number of sorcery points depending on the level of the spell absorbed, as defined in the Creating Spell Slots table of your Font of Magic feature (maximum 7). You also gain a number of sorcery points in this way when you successfully counterspell or dispel magic. You cannot absorb cantrips in this way, nor any effect created by an artifact or a deity.

You can also use an action to absorb the energy within a magic item you are touching. If the item requires attunement, you must attune to it before you can absorb its magic. When you do so, any attunement you have to the item immediately ends and you can decide to suppress its magic or drain it entirely. If you choose to suppress the magic of an item, you gain a number of sorcery points depending on its rarity, as defined in the Suppressed Magic Items table. The item loses all magical benefits for the duration, but otherwise functions normally. If you choose to drain the magic from an item, you gain twice the number of sorcery points shown on the table but the item loses all magical benefits permanently. Consumable magic items can only be drained but provide sorcery points as if they were suppressed. This feature has no effect on Artifacts.

Suppressed Magic Items
Rarity Sorcery Points Duration
Common 1 1d4 hours
Uncommon 2 2d6 hours
Rare 3 1d4 days
Very Rare 4 2d6 days
Legendary 5 1d4 weeks

If absorbing magical energy would increase the number of sorcery points you have above the maximum, the additional sorcery points are not absorbed and you must make a Constitution saving throw. The DC equals 10 + the number of sorcery points not absorbed. On a failed save, you take 1d4 fire damage for each of those sorcery points. This damage ignores resistance and immunity. This magical effect cannot be absorbed.

Argent Flight

14th-level Spellfire Soul feature

 You gain a fly speed of 30 feet while your Silvery Veil is present.

Crown of Fire

18th-level Spellfire Soul feature

As an action, you can spend 11 sorcery points to summon a halo of spellfire around your head while your Silvery Veil is present. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), spells and other magical effects, except those created by an artifact or a deity, are suppressed in a 10-foot-radius invisible sphere around you as if under the effect of the antimagic field spell. You choose which spells, magical effects, and magic items are suppressed within this area, as long as you can see them or are otherwise aware of their presence. You do not gain sorcerer points for suppressing magic items in this way but you can absorb magical energy normally as long as its source is not already being supressed. The effect ends if you dismiss your Silvery Veil.

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