Sorcerer
Base Class: Sorcerer

Instead of having an internal source of magic, you can absorb and consume magic from various sources. This magic can then be redirected in ways that you see fit. 

Magic Sense

You always have the effects of detect magic. This does not require concentration or a spell slot. 

Deficit of Magic

Unlike most sorcerous origins, you do not gain back sorcery points and spell slots after a rest. Instead you gain back sorcery points through the means listed below:

If you deal weapon or unarmed damage to a creature, you regain 1 spent sorcery point per 8 damage dealt for that turn. 
If you take damage from a spell or if a non-damage spell is successfully cast on you you gain back spent sorcery points equal to that spell's level (1 sorcery point for cantrips). 
If you are hit by magic damage from a weapon you gain 1 spent sorcery point per 5 magic damage dealt to you. 
If a creature that is magic in nature or can cast spells dies within 30 feet of you you gain back spent sorcery points equal to that creature's challenge rating (minimum of 1) or equal to the creature's character level. 
You can take an action to consume the magical essence of common and uncommon magic items. Consuming a common item returns 1d6 spent sorcery points. Consuming an uncommon item returns 1d10 spent sorcery points. Magic items that require attunement must either be attuned by you or willingly given by a creature who is attuned to it, in order to be consumed. If the essence is consumed the item remains but no longer has its magic effects. 

Spell slots can only be recovered by spending sorcery points. You do not use the standard sorcerer conversion chart, instead when converting, spell slots cost sorcery points equal to the level of the slot. 

Additionally sorcery point to spell slot conversion no longer requires a bonus action. Instead at the end of each of your turns, you can make as many conversions as you would like. You can still use a bonus action to make the normal sorcerer conversion.

When you level up and gain new sorcery points and spell slots, they start as unused.

Sorcerous Spite

At 6th level, If you deal weapon or unarmed damage spend up to 5 sorcery points to add 1d8 damage per sorcery point spent. If the target is magical in nature or can cast spells, add 1d12 per sorcery point instead.

You do not gain any sorcery points for damage dealt from this attack. All damage dealt for this attack becomes magic.

Cunning Counterspell

At 8th level, You can use your reaction to cast counterspell without consuming a spell slot or even having it prepared. The spell is not only canceled but absorbed and you gain sorcery points equal to that spell's level. You can to this twice per long rest

Spell Redirection

At 14th level, If creature within 100 ft casts a spell that has a specific target or area of effect you can use your reaction to spend 8 sorcery points and change the target or area that the spell is cast upon. The new location must fall within the spell's range radius of the original caster. 

Negate Magic

At 18th level, you can spend 8 sorcery points to make yourself immune to magic or spend 12 sorcery points to make a willing creature you can touch immune to magic. This immunity applies to positive and negative spell effects that can be cast or are already cast on the creature. It also makes any magic items on the creature become non-magical for the duration. Creatures affected by this cannot cast spells. If self cast on the yourself, you cannot gain or use sorcerer points for the duration. This effect lasts for 10 minutes and cannot be canceled. The effect does not require concentration and can be on multiple creatures at once. 

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