Sorcerer
Base Class: Sorcerer

For some blessed with magical blood, they believe being able to shoot out spells from their fingertips to not be enough. They want to go farther, pushing the absolute arcane limits of their blood. No matter the cost.

The Spell Stringer is a 5e Legacy Subclass for Sorcerer designed around shooting off multiple spells within one round of combat. This is for players like me who wish to create long, dazzling strings of evocations to blast away the enemy in record time! The inspiration for this subclass comes from the competitive puzzle game series "Puyo Puyo," in which many characters attack each other with colorful blobs called "Puyos." Creating a string of multiple attacks is the name of the game in Puyo Puyo, with many characters in the game referring to the parts of these combos as spells, and the main character of the series, Arle Nadja, is a sorcerer herself! If you think you can live taking multiple sacrifices in order to blast away a BBEG in one turn, then this subclass is for you!

Armored Caster

Starting at 1st level, you gain proficiency in light armor, medium armor and shields.

Spell Combo

Starting at 1st level, you can begin to do multiple spells within one action, at the cost of some hit points. When casting a spell, you can sacrifice an amount of hit points equal to five times the spell slot's level in order to cast another spell immediately afterwards. This also consumes that spell slot. This cannot be done with cantrips. A spell can only be combo'd into if it is an equal or higher spell slot level than the last one casted. For example, if you casted a 1st level spell, you can combo into another spell if it is also a 1st level spell or a 2nd level spell. Metamagic can be used upon any spells in your combo, but will cost more and more sorcery points with each spell. For example, the second spell will need 2 sorcery points to use a Metamagic effect, the third spell will need 3 sorcery points, etc. If any spell in your combo misses it's target, your combo automatically ends and you cannot cast any more spells on that turn.

This can be done an amount of times equal to your Charisma modifier. Once you've used all your slots for this feature, you can't use it again until you finish a long rest.

(Flavor) When comboing spells together, the limits of your magical blood are tested. You will begin to bleed from your fingertips, and your fingers will start to char from the raw magical energy flowing through them.

Combo Refresher

Starting at 6th level, you've become more proficient at resting your magic blood in order to do combos. When performing a short rest, you can use 1 sorcery point in order to refresh a use of your Spell Combo ability. This can be done for as many uses as you'd like.

Elemental Chain

Starting at 6th level, you become effective at comboing similar spells together. When using the Spell Combo ability, if the spell being casted is the same damage type as the previous spell, this spell gains advantage to hit or disadvantage on creature saving throws for any spell that does so, like Fireball or Lightning Bolt. This disadvantage will only apply to the one creature who was targeted by the combo, all other creatures affected will roll normal saving throws.

Magic Blood Healing

Starting at 14th level, you gain the ability to heal some of the damage from comboing spells together. As an action, you can use 3 sorcery points in order to heal yourself for 2d10 + your sorcerer level. Once you use this feature, you must finish a short or long rest before you can use it again.

Combo Insurance

Starting at 18th level, you can recognize in your combo when a certain attack will not hit the enemy. If you have missed a spell within a combo, you can use this feature in order to make that spell automatically hit the target. Once you use this feature, you can't use it again until you finish a long rest.

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