Sorcerer
Base Class: Sorcerer

A magical event, a curse or a spell gone wrong has left left an unhealable magical scar. The rupture within your soul yearns to recover itself by syphoning the remnants of the weave. Utilize the power bestowed by your scar to drain the magic surrounding you to fuel devastating spells.

Level 3: Draining Sorcery

At level 3, your scar drains the remnants of the weave used in the casting of spells, accumulating and concentrating magical energy until it unleashes furiously.

While under the effect of Innate Sorcery, each time you or a creature within 60ft of you casts a leveled spell you gain a Drain Charge, up to a maximum equal to half your sorcerer level (round up). While you maintain your Innate Sorcery active you gain the following benefits:

  • Increase the damage dealt with your spell and magical attacks by 1 for each Drain Charge.
  • Increase your AC against spell and magical attacks by 1 for each Drain Charge.
  • Spend Drain Charges to use a metamagic option, treating two charges as one sorcery point.

When your Innate Sorcery ends you recover hit points equal to your Charisma Modifier + Drain Charges, then the Drain Charges dissipate.

Level 3: Echoing Affinity

From level 3, your scar becomes able to absorb the remnants of spells recently cast and turn them into echoes that can be used in a later moment.

Whenever a creature other than you within 60ft casts a leveled spell (that you could cast), you can spend your reaction to let your scar create an echo of it. You can cast spells stored as echoes as if they were prepared Sorcerer spells. You may cast the echo without spending a spell slot (at its lowest casting level), casting a spell this way forces you to lose that echo.

You can hold a number of echoes equal to your Charisma Modifier. You can only cast echoes with this feature once after each Long Rest.

Level 6: Extra Fuel

From level 6, your arcane hunger allows you to extract energy from magical items you can get your hands into. Magical Items are now delicious emergency snacks. 

You may consume any magical item you can hold as a ritual. This ritual takes 10 minutes, letting you restore 3 levels worth of spell slots or 4 sorcery points. The magical item must be uncommon or rare to be eligible for this feature. After using this feature, you won't need to eat or drink for a week.

You can only use this feature once after each Long Rest.

Level 14: Drain Magic

When you reach level 14, your scar becomes more adept at draining the weave from spells cast.

You gain additional benefits when under the effect of Innate Sorcery:

  • Your speed increases by 5ft for each Drain Charge.
  • At the beginning of your turn: gain temporary hit points equal to your Drain Charges + your Charisma modifier.
  • You gain a bonus to spell, magical and concentration saving throws equal to your Drain Charges.
  • As a bonus action: choose a creature within 60ft concentrating on a spell and spend Drain Charges equal to the spell's level to force them to make a Charisma Saving throw (using your spell save DC), losing concentration on a fail.

You restore double the hit points when ending your Innate Sorcery.

Level 18: Improved Syphon

After reaching level 18, the unstable energy of your scar becomes an unstoppable engine of magical syphoning. 

You recover all Innate Sorcery uses in Short Rests and Long Rests.

Whenever you would lose concentration on a spell, you can spend an Innate Sorcery use to maintain it and recover 20 hit points.

When you consume a magical item with your Extra Fuel feature, you gain both the sorcery points and spell slots.

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