Base Class: Sorcerer
A spellcaster who manifests magic through sheer force of will, using their own vital force to heal friends and harm foes.
Magical Vitality
Your magical connection to the life within you grants you vital strength. Constitution becomes your spellcasting ability and whenever you gain a sorcerer level, you gain one additional hit point.
You can transform your hit points into one spell slot as a bonus action on your turn. You lose five hit points for each spell level recovered this way. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest.
Essence Transfer
Your connection to your own vitality can heal wounds. You can transfer your hit points to a creature. You can restore a total number of hit points equal to your sorcerer level × your Constitution modifier before needing a long rest.
As an action, you can touch a creature and draw power from yourself to restore a number of hit points to that creature equal to the number of hit points you spend.
Alternatively, you can spend 5 hit points to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Essence Transfer, spending hit points separately for each one.
This feature has no effect on undead and constructs.
Vital Empowerment
Starting at 6th level, you may spend a sorcery point to empower your spells with your own reserve life force.
When a target of your spell is damaged or healed, you may expend a sorcery point and a number of hit dice up to your Constitution modifier. When you do, roll those hit dice and add the result to the damage dealt or health healed.
Sorcerous Vigor
Starting at 6th level, during a short rest you may expend one of your hit dice. When you do, roll that die and recover a number of sorcery points equal to the result.
The number of dice you may expend increases at 14th level to two and at 18th level to three.
Sorcerous Vigor (14th Level)
Starting at 14th level, during a short rest you may expend up to two of your hit dice. When you do, roll those dice and recover a number of sorcery points equal to the result.
Sorcerous Vigor (18th Level)
Starting at 18th level, during a short rest you may expend up to three of your hit dice. When you do, roll those dice and recover a number of sorcery points equal to the result.
Mirror Drain
Starting at 14th level, whenever you are damaged as a result of a spell that you cast, you may cause a creature within 30 feet of you to take that much damage. The damage that creature takes is of the same type that you took.
Vital Wellspring
At 18th level, you gain the ability to draw on a reserve of vital energy. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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9/1/2024 2:14:20 PM
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Posted Sep 1, 2024This subclass is designed to utilize the Siphon Vitality cantrip in a similar way that Warlocks use Eldritch Blast.