Sorcerer
Base Class: Sorcerer

The Arcane Conduit Sorcerer taps into the flow of magic absorbing energy from enchanted items and spells. This power allows them to fuel their own magic, bolster their defenses, and unleash devastating effects by drawing from the magic around them.

Arcane Absorption

Starting at 1st level, you gain the ability to absorb magical energy from items. As an action, you can touch a magic item that has charges (like a wand or staff) and absorb one of its charges. The item loses that charge, and you gain temporary hit points equal to twice your sorcerer level. If the item does not have charges but has another kind of limited-use ability (such as a potion), you can instead absorb the energy of one of those uses, gaining the same temporary hit points.
 
You can absorb energy in this way a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Spell Devourer

At 6th level, when you successfully counter a spell using Counterspell or end a spell using Dispel Magic, you can absorb the residual magical energy. When you do, you can choose to:
Regain Sorcery Points: Regain a number of sorcery points equal to the level of the spell countered or dispelled.
Empower a Spell: Increase the damage of your next spell by 1d8 per level of the spell countered or dispelled.
Release a Magic Burst: As a bonus action, you can release a burst of magical force dealing force damage equal to twice the level of the spell countered or dispelled to all creatures within 10 feet of you.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all expended uses after a long rest.

Spell Devourer

At 6th level, when you successfully counter a spell using Counterspell or end a spell using Dispel Magic, you can absorb the residual magical energy. When you do, you can choose to:
Regain Sorcery Points: Regain a number of sorcery points equal to the level of the spell countered or dispelled.
Empower a Spell: Increase the damage of your next spell by 1d8 per level of the spell countered or dispelled.
Release a Magic Burst: As a bonus action, you can release a burst of magical force dealing force damage equal to twice the level of the spell countered or dispelled to all creatures within 10 feet of you.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all expended uses after a long rest.

Magic Conduit

At 14th level, your ability to channel absorbed magic improves. When you absorb magic using your Arcane Absorption or Spell Devourer features, you can store this energy for later use.
As a bonus action, you can expend stored energy to:
Recharge a Magic Item: Restore 1d4 charges to a charged magic item you are holding.
Empower a Spell: Add 2d8 to the damage of your next spell or grant an ally you can see within 30 feet advantage on their next spell attack roll.
Transfer Magic: You can choose to transfer the absorbed magic into another magic item, recharging one of its uses or charges.
You can store energy from up to three different sources at a time. Energy not used within 24 hours dissipates.

Arcane Siphon

At 18th level, your connection to magical energy allows you to draw immense power from the spells and items you absorb. When you absorb energy through any of your subclass features, you can choose one of the following additional effects:
Arcane Overload: The next spell you cast within the next minute is cast at one level higher than the slot you use, without expending a higher-level spell slot. If you cast a cantrip, its damage is doubled instead.
Spellbound Resilience: You immediately gain resistance to all damage types for 1 minute. If you already have resistance to a damage type, you instead gain immunity to that type for the duration.
Echo of Magic: You can immediately cast a spell you have already cast without expending a spell slot or using any components. The spell must be of 5th level or lower.
Additionally, when you are reduced to 0 hit points but not killed outright, you can immediately absorb magical energy from the environment to restore yourself. You regain hit points equal to your sorcerer level plus the highest level spell slot you have remaining and you immediately gain the benefits of Arcane Overload, Spellbound Resilience, or Echo of Magic (your choice). You can use this aspect of the feature once per long rest.

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