Sorcerer
Base Class: Sorcerer

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You have the gift of intricate spell attacks. Your magic manifests in increased damage on spell attack rolls, eventually turning even area of effect spells into attack rolls.

Level 3: Sniper

You are capable of truly focusing on a single target. You gain the following benefits.

Steady. You can forgo your movement speed at the top of your turn, granting you advantage on spell attack rolls.

Sudden Raystrike. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a spell attack roll if you have Advantage. The extra damage’s type is the same as the spell’s type. You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll. This damage increases by one dice every three levels in this class.

Level 3: Spellwarp Spells

When you reach a Sorcerer level specified in the Spellwarp Spells table, you thereafter always have the listed spells prepared.

Spellwarp Spells
Sorcerer Level Spells
3 chill touch, guiding bolt, inflict wounds, acid arrow, spiritual weapon
5 fireball, spiritual weapon
7 sickening radiance, vampiric touch
9 cloudkill, synaptic static

Level 6: Spellwarp

You convert area of effect spells into single target attacks.

When you cast a spell with an area of effect, you can spend 1 sorcery point to instead convert it into a series of ranged spell attacks. Rather than have the enemies roll a saving throw, you roll individual spell attacks for each creature within. You can still expend an additional sorcery point to use other metamagic effects.

Level 14: Warped Spellcraft

You have complete control of your spellcraft.

When you cast a damaging spell, choose one of the following effects.

Push. Move the creatures 10 feet in one direction.

Slow. Target creatures have their movement halved until the end of their next turn.

Level 18: Magic Missile Barrage

You summon an armada of unerring magic beams. As an action, you create a number of glowing darts of magical force equal to your Sorcerer level. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d8 + your Charisma modifier Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. You can use this action one per long rest. You can also expend a 9th level spell slot to use this action again.
This ability benefits from all previous features focused on spell attacks.

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