Sorcerer
Base Class: Sorcerer

In rare, nigh unheard-of cases, someone is born with a startling ability to shape magic. Where most Sorcerers tap into magic intuitively, these savants often bend the fundamental forces of magic to their whims and desires, violating rules thought unbreakable. To these natural fonts of arcane energy, magic is not a tool to utilize, it simply is. Savants are often driven throughout their lives to experiment with magic, sating their curiosity and expressing themselves in equal measure. Some produce gouts of flame to accentuate a movement, others might channel wind to stir up leaves; all of them are as in tune with magic as any other part of their body.

You are one such savant. Whether you were blessed by a magic deity at birth or created to house intense magical energy, the fundamental forces that guide the arcane are yours to control.

Level 3: Prodigous Recall

Your startling aptitude for magic extends to spells known for their tangible effects. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Transmutation spell list or the Evocation spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Level 3: Arcane Aptitude

Beginning when you choose this subclass at 3rd level, your spell attacks score a critical hit on a roll of 19 or 20.

Level 6: Magical Artifice

Through constant experimentation, you find new ways to manipulate magic you're exposed to. Whenever a friendly creature within 15 feet of you that you can see casts a spell of 1st level or higher, you may expend your Reaction to invest a Metamagic option of your choice to that instance of the spell. When applying a Metamagic option in this way, you expend Sorcery Points and take any resultant damage as normal (ex. Bolstered Spell); the caster will choose targets should the option allow for it. You may use this reaction twice per Long Rest.

Additionally, starting at 6th level, you may choose one of the following Experimental Metamagic options, and can choose a second at level 14. These do not count against the number of Metamagic options you know; whenever you finish a Long Rest, you can replace one of these Experimental Metamagic options with one you don’t know.

Bolstered Spell

When you cast a spell, such as Guiding Bolt, Shatter, or Cure Wounds, that can be cast with a higher-level spell slot to increase the number of dice rolled, you can spend up to 3 Sorcery Points to increase the spell’s effective level by the number of points spent. When using this option, you take force damage equal to 1d6 times the effective level of the spell. This damage is unaffected by resistances and immunities.

Catalyzed Spell

When you cast a spell, you can spend 3 sorcery points to cast it with a casting time of either 1 action, 1 reaction, or 1 bonus action. When using this option, you take force damage equal to 1d8 times the level of the spell, or a flat 4 damage if the spell is a cantrip. This damage is unaffected by resistances and immunities. You can’t modify a spell in this way if the spell is of 5th level or higher.

Expanded Spell

When you cast a spell that has an area of effect of 5 feet or greater, you can spend 2 sorcery points to double that radius.

Proliferated Spell

When you cast a spell that targets only yourself, you can spend a number of sorcery points equal to the spell's level + 2 to affect a creature of your choice that you can touch with that same spell (2 if the spell is a cantrip). To be eligible, the spell must not have the user make an attack roll, or deal damage. If the spell would require concentration, either recipient taking damage is treated as if the original caster was hurt.

Sorcerous Resistance

Starting at 14th level, the magic in your blood suffuses your body as you focus. You have advantage on saving throws against spell effects.

Furthermore, damage you take from spells is reduced by twice your Charisma modifier while you are concentrating on a spell.

Level 18: Spellweaver

Starting at 18th level, you learn to shape the magic in your spells such that their effects can become wildly potent.

When casting a spell, you can spend 6 sorcery points to apply one of the following Spellweave options to that spell. You can do so no more than 3 times per long rest. These options are mutually exclusive with Megamagic options (for example, a Destructive spell cannot be Twinned; likewise, a Subtle spell cannot be made Forcible).

Destructive Spell

When hitting a creature or an object, this spell ignores all resistances for the purpose of calculating its damage dealt. Additionally, it treats any immunity to its damage as resistance (ex. a Destructive Fireball spell would do half damage to something immune to Fire damage).

Forcible Spell

When a creature rolls a saving throw to resist the effects of or take half damage from this spell, they must treat a roll of 11 or higher on the d20 as a 10.

Sudden Spell

If the spell normally takes 1 Action, Bonus Action, or Reaction to use, that spell is cast as part of that Action/Bonus Action/Reaction instead.

Unburdened Spell

If forced to make a Constitution saving throw to maintain your concentration on this spell, you may choose to automatically succeed once for this casting. If forced to make multiple saves, you must choose which save is the automatic success. If the spell ends before you choose to use the benefit of this Spellweave option, the free success is lost.

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