Sorcerer
Base Class: Sorcerer

Synergists are rare casters that have, through one way or another, found themselves directly linked to the weave. Many have tried and failed to harness the weave for its raw magical powers, and yet those born with the ability to Synergise find themselves almost driven to its touch, to "Synergise" with it, if you will. These casters learn the true limitless potential of the weave, and its influential power to shield others and enhance their capabilities. Even those barren to magic can be fueled with the weave when a Synergist is there to harness it.

Synergistic Semblance

Your ability to alter the weave has granted you access to the Synergist, a rare form of magic with unique properties and effects. When you gain this feature, you learn two Synergist Abilities of your choice (See "Synergist Abilities" below). You gain an additional Synergist Ability at the following levels: 5th, 9th, 13th, and 17th. Each option also improves when you become 18th level in Sorcerer.

 
Bar Element

As a reaction, when an ally within 30ft (other than yourself) takes either fire, cold, lightning, acid, thunder or poison damage, you can spend 1 sorcery point to target that ally, giving them resistance to the matching type of damage until the start of your next turn. At 18th level, you also gain resistance to the triggering element until the start of your next turn.

Empowered Strikes

As an action, you can spend 1 Sorcery point to Empower an ally (other than yourself) up to 30ft away; until the start of your next turn, their next attack deal an additional 1d8 Force damage. At 18th level, the damage bonus effects all of their attacks, until the start of your next turn.

Fleetera

As a bonus action, you can spend one sorcery point and target any ally within 30ft (other than yourself). Until the start of your next turn, the target's movement speed is increased by 10ft. At 18th level, the targets movement speed is increased by an additional 10ft, and they do not provoke attacks of opportunity until the start of your next turn.

Imperil

As an action, You can spend 2 Sorcery points to target an enemy within 30ft. That enemy makes a constitution saving throw, using your Sorcery Spell save as the DC. On a success, nothing happens. On a fail, that target has disadvantage on one saving throw of your choice, until the start of your next turn. At 18th level, the targets movement speed is halved until the start of your next turn, even if they succeed.

Protega

As a reaction, when an ally (other than yourself) within 30ft of you is hit with an attack,  you can spend 1 Sorcery Point to target that ally and give them resistance to bludgeoning, piercing and slashing damage until the start of your next turn. At 18th level, each time they would take bludgeoning, piercing or slashing damage, the dealer of said damage takes 1d6 Piercing damage.

Weave Warder

As an action, you can spend 2 Sorcery Points to Enhance an ally's defence, granting them +2 AC until the start of your next turn. At 18th level, the target also gains a +2 to all saving throws until the start of your next turn.

Empowering Weave

Beginning at 3rd level, you learn how to harness the Weave to empower your allies, creating fluid strikes and powerful wards for your team. Whenever you use your action to activate a Synergist ability, you can cast a cantrip with a casting time of one action as a bonus action.

Mediguard

Beginning at 6th level, you gain access to Mediguard, a nurturing form of weave energy that allows you to cure allies of wounds inflicted.

You gain a number of dice equal to half your sorcerer level (rounded down) known as "Medipool". As an action, you can roll a number of these dice up to your proficiency bonus, healing an ally (other than yourself) within 30ft of you for the total amount rolled plus your charisma modifier. 

At 6th level, the dice are d6s. At 11th level, they increase to d8s, and to d10s at 17th level.

Harmonious Synergising

Beginning at 14th level, you learn to co-exist amongst the weave, creating fluidity throughout and bolstering your allies around you.

Once per turn, when you activate a Synergist ability as part of your action, you can activate an additional Synergist ability without paying sorcery points, so long as it also requires an action to activate. 

Synergistic Overload

Your access to the weave becomes unparalled, as you are able to hold vast amounts of energy unlike ever before. 

When you activate your Innate Sorcery feature, you may spend 5 sorcery points to open the Weave to those around you. Until your Innate Sorcery feature ends, you gain the following abilities:

- You gain a flight speed equal to your Walking speed and can hover.
- You emit an emanation of 30ft; Allies within the radius gain the benefit of half cover whilst within the radius.
- Whenever a creature is the target of a Synergist feature, you can choose to grant them either Bane or Boon. A creature with Bane must subtract 1d6 from their next attack roll, ability check or saving throw. A creature with Boon has a bonus 1d6 to their next attack roll, ability check or saving throw. A creature can only be under the effect of either Bane or Boon once per turn, and cannot be under the effect of Both.

Once your Innate Sorcery ends, if you had this ability active, you gain a level of Exhaustion.

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