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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Posted Feb 8, 2021You forgot the / in [/spell] in the ability “Cunning Counterspell” also thanks for this, gonna use this as a boss in my campaign.
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Posted Feb 26, 2020All good Critique, I made this a while back. I have a much better understanding of combat mechanics now. I should update this and actually try to use it in a campaign. Thank you.
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Posted Feb 26, 2020This sounds great at the first glance. A very nice unique way to be a sorcerer.
But when I examined this a bit closer, it became the most broken thing I've ever seen.
The problem lies with how you regenerate your spell slots and your sorcery points.
At 1st level, you have exactly 2 level 1 spell slots until you level up, no sorcery points, so no spell slot regaining.
From 2nd level onward you have infinite spell slots as a cantrip costs no spell slot, can be casted all the time, and some have the target as self. Each cast of lade ward outside of combat gives you 1 point, so you are able to stock up your spell slots ad infinitum outside of combat. Until the 17th level it might not be a huge problem but from then on you have Wish. And you can cast Wish an infinite amount of time outside of combat and in combat you can at least chain up to 2 Wish spells in a row, if not 3 even. Add to that that at Challenge Rating 17 and upwards almost all enemies are somewhat magical, which means you fill up your sorcery points as soon as something dies. This is completely and utterly broken...
Great idea though.