Sorcerer
Base Class: Sorcerer

When magic is channeled into an energy source, it can seem like a cheat code for a society. Unlimited energy, right? No energy crisis ever again. How could it possibly go wrong? Well, people around the process can develop some unwanted symptoms as a side effect. These Nuclear Sorcerers channel pure, raw power directly from the weave that doesn't even neccessarily have a school of magic. 

It is pretty easy to control this power without too much extensive training, unlike the powers of a Wildmagic Sorcerer. However, these powers tend to come at a different price. At the upper echelon, these powers have the potential to bring an entire world crashing down around the Nuclear Sorcerer. Most Nuclear Sorcerers will intentionally shackle their powers to avoid such events occuring. But the ability to cast every single spell you know in the span of a second can be too tempting for some.

Raw Magic

At 1st level, you can spend 3 sorcery points to remove the damage type from a spell you cast, dealing neutral damage that ignores weaknesses, resistences and immunities.

Magical Conduit

Starting at first level, you can use your bonus action to place down a pylon that crackles with arcane energy. You can place the pylon anywhere within a 60ft radius. When you place it down, you can connect the pylon to yourself, creating a direct connection between the two. If any creature interrupts the connection between a Nuclear Sorcerer and a pylon by stepping between the two points, they will take neutral damage equal to the Nuclear Sorcerer's character level + their Charisma modifier.

Alternatively, you can magically connect it to a machine/mechanism to provide it with power as a power source.

You can place down a maximum of two pylons per day. Pylons do not vanish unless dismissed. Pylons have 1d12 hit points and an AC equal to the Nuclear Sorcerer's spell save DC.

Nuclear Boost

Starting at 6th level, your link to the energy production allows you to serve as a conduit for elements produced by the process. When you cast a spell that deals fire, poison acid or lightning damage, you add your Charisma modifier to one fire, poison acid or lightning damage roll of that spell against one of its targets.

Nourishing Power

At 14th level, you can use an action to sap the power from any mechanism, machine or power source to regain hitpoints. You must be able to touch the power source. You can restore 2d10 hit points per use of this ability. You can use this ability a number of times equal to your charisma modifier per short rest.

Meltdown

Beginning at 18th level, you can draw in the raw excess of arcane energy and unleash it all at once. As an action, you can spend 15 sorcery points to cast every spell in your spells list at once, regardless of if the spell costs an action, a bonus action or a reaction to cost. By taking this action, you also forfeit your bonus action and your reaction. This also includes non-damaging spells. For every non-damaging spell cast in Meltdown, you can add two damage die to any damaging spells.

After using Meltdown, roll a d100. If the result is a lower number than the Nuclear Sorcerer's level, the Sorcerer falls unconcious and the plane of existence the Arcanist's Atomic Bomb was used on begins to crumble and fall apart. The plane of existence has 1d10 minutes left before it is all gone.

Once used, Arcanist's Atomic Bomb cannot be used again for another 1d6 days.

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