Sorcerer
Base Class: Sorcerer

An otherworldly presence has planted a piece of itself inside your soul, giving you an unusual power. You can feel your innate magical abilities loose shape and stability, forming an intangible mass of magic residing deep in your soul, it behaves in ways that run on the cusp of breaking the rules of reality. Will you mold this power to bring balance to the world? Or will you get consumed by chaos, and tear reality to pieces?

As a Fluidic Soul sorcerer, you decide the origin of your powers. Were you born with them, or were you granted them later in life? Were they a gift, or were they created? Consult the Fluidic Origins table for a potential source of your power, or come up with your own.

d8 Fluidic Origins
1 You were forced to drink a strange vial of liquid. While the effects have caused others to melt and transform into sludge, you have yet to experience the same affects, for now.
2 A strange harmony of sound and resonance washed over you, leaving its reverberation staying within you. Sometimes you can hear its music, but recently you've also started to hear its singing.
3 You once had your mind torn apart by magic. It was eventually put back together, but now you feel multiple versions of you attempt to control your body.
4 You were subjected to unknown energy source at birth. Sometime, you feel it pulling you to a location you can never quite explain or navigate.
5 A powerful entity took interest in you, and planted a seed of power within your soul. Your powers come from their gift, you only hope it doesn't return to harvest it's crop.
6 Your parents hid an awful truth about the origin of your powers, and try as you might, they refuse to tell you. Only your nightmares can show you the truth.
7 You drowned, and came back. When you use your magic, you sometimes experience the feeling of water in your ears, and pressure behind your eyes, as if you just came up from the depths.
8 Against your will, you were subjected to sights that were not meant for the mortal to see. Occasionally, in the corners of your vision, something is watching you.

Wavering Spells

1st-level Fluidic Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Wavering Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Wavering Spells
Sorcerer Level Spells
1st Bane, Alarm, Hex
3rd Enthrall, Suggestion
5th Counterspell, Nondetection
7th Banishment, Confusion
9th Geas, Modify Memory

Essence Capacitor

1st-level Fluidic Soul feature

You have acknowledged your abilities cannot be held alone, and now you can store sorcery points in creatures by binding a type of arcane Capacitor to them, allowing you to use these stored sorcery points later. To make the conditions acceptable to bind a Capacitor to a creature, you must perform a ritual with them. The creature must be willing, and have access to spell slots or pact magic. The ritual takes 4 uninterrupted hours to complete, consumes 20 gp of gem dust, and requires both yours and the creatures highest spell slot to be consumed.

You decide how it looks when a Capacitor is bound to a creature, it could look like a vibrant tattoo on their hand, a mystical protrusion jutting out of their body, or a magical rune glowing in their eye, however you like. The binding is permanent, and can only be removed by performing the same ritual again, or you or the creature die. Remaining sorcery points stored in a Capacitor bound to the creature vanish upon its removal. The maximum number of sorcery points that can be stored across creatures can be no more than twice your sorcerer level. A single creature with a Capacitor can store a maximum number of your sorcery points equal to their level. You can have Capacitors bound to a number of creatures equal to double your constitution modifier (minimum of 2). If you try to complete the ritual when you have reached the maximum, the oldest one immediately ends, and the new one applies. While a creature has a Capacitor bound to them, the following applies:

  • As a bonus action while touching the creature, and they are willing, you can move any sorcery points between yourself and them.
  • If they already have sorcery points of their own, those points can be accessed by you in the same manner.
  • If they have access to Metamagic (either through their class, a feat, or other) they can use either their sorcery points, or your sorcery points stored in them, to use it.
  • The creature themselves cannot move sorcery points between their own supply, and yours that you have bound to them.
  • When the creature completes a long rest, the Capacitor is filled for half its maximum capacity.
  • If they have at least 1 of your sorcery points stored in them, they have advantage on all attack rolls made against you.

Liquid Casting

6th-level Fluidic Soul feature

You can now cast spells directly from your sorcery points, the cost being the same as if you were creating the spell slot. In addition, when you convert a spell slots into sorcery points, your stored sorcery points can exceed than what's shown on the table for your level. Any sorcery points you have that exceed the amount shown on the table for your level, vanishes when you finish a long rest.

Your Flexible Casting can now be used as a free action to create spell slots, or convert spell slots into sorcery points. You can create spell slots of higher levels, but you cannot create spell slots for these levels if you have not unlocked them yet. The table below expands your Font of Magic:

SPELL SLOT LEVEL

SORCERY POINT COST

6th

8

7th

9

8th

11

9th

13

Collapsing Normality

6th-level Fluidic Soul feature

You gain access to a plethora of new Metamagic to further twist your spells to suit your needs, some of which get more powerful when you reach higher levels. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Fluidic Barbed Spell

At 9th level, after you roll to hit with a spell attack, you can spend 2 sorcery points to treat a roll of 19 or higher as a critical hit.

At Higher Levels. At 18th level, you can spend 6 sorcery points to treat a roll of 18 or higher as a critical hit.

Fluidic Expansion Spell

At 13th level, when you cast an area spell that has a radius of 5 feet radius or greater, you can spend 2 sorcery points to double the radius of the spell (to a maximum of 60 feet).
When you cast a volume spell that has a size of 5 cubic feet or greater, you can spend 2 sorcery points to double the size (to a maximum of 60 feet).

At Higher Levels. At 18th level, you can instead triple the size (to a maximum of 120 feet).

Fluidic Lock-on Spell

When you make a spell attack against an object, that is not being worn or carried, and it has not moved from its position since your last turn, you can expend 1 sorcery point to make the spell attack automatically hit. Similarly, when you make a spell attack against a creature that has not moved since your last turn, you can expend 1 sorcery point to give the attack a +5 bonus to hit.

At Higher Levels. At 11th level, the +5 bonus to attack is increased to a +10.

Fluidic Peculiar Spell

When you cast a spell, you can spend 1 sorcery point to completely change the appearance of it, and other sensory affects such as smell and sound. For example, you can make a fireball look a bright pink bubble, that smells like strawberries and sound like a loud strum of harp. You can only change, not remove, and the magnitude of the effects remain.

At Higher Levels. At 11th level, you can now remove one sensory effect from the spell, either sight, sound, or smell.

Fluidic Ricochet Magic

When you cast a spell that targets a single creature or object within range, but they have cover by a wall or object, you can spend 2 sorcery points to bounce the spell off the surfaces in the surrounding area to ignore the cover, provided there is a way for the spell to reach the target. When your spell successfully hits a target and has the ability to move it, you can choose the direction of impact, thereby determining the direction the target is pushed or pulled based on where the hit originates. A target is not eligible if they are surrounded with full cover, or if there are no surfaces to bounce the spell off.

At Higher Levels. At 11th level, the sorcery point cost is reduced to 1.

Fluidic Shuffled Spell

At 9th level, when you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to change that saving throw type to one other in a similar group.
You can swap the saving throws of Dexterity, Strength, and Constitution. Or you can swap Wisdom, Intelligence, and Charisma. You cannot swap outside those groups. For example, you cannot change a Dexterity to a Charisma saving throw.

At Higher Levels. At 14th level, the sorcery point cost is reduced to 1.

Fluidic Soft Spell

At 9th level, when you cast a spell, you can spend 1 sorcery point to make the damage non-lethal. Additionally, until the start of your next turn, if a creature was affected by this spell is reduced to 0 hit points, they are automatically stabilized.
You can use Fluidic Soft Spell even if you have already used a different Metamagic option during the casting of the spell.

At Higher Levels. At 15th level, when a creature is automatically stabilized as result of this spell, additionally a magical bubble appears around the creature, protecting them from a few types of damage. Until the start of your next turn, they are considered to be immune to slashing, bludgeoning, and piercing damage. While within the bubble, the creature’s rate of descent slows to 30 feet per round, and they do not take fall damage.

Fluidic Trickle Spell

At 11th level, when you cast a spell that targets a single creature or object, on a successful hit, you can immediately spend 2 sorcery points to half the damage. For the next 3 rounds, each at the beginning of your turn, the creature automatically takes that same damage.

At Higher Levels. At 15th level, the duration is increased to 5 rounds.

Improved Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

At Higher Levels. Starting at 11th level, the number of creatures protected can be up to double your Charisma modifier (minimum of two creatures). And at 15th level, the chosen creatures are now entirely unaffected by the spell.

Improved Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

At Higher Levels. At 9th level, you can instead triple the range of the spell, and spells with a range of touch can have a range of 45 feet. At 15th level, you can instead quadruple the range of the spell, and spells with a range of touch can have a range of 60 feet.

Improved Empowered Spell

After you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Improved Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

At Higher Levels. At 11th level, you can reroll a number of the damage dice up to double your Charisma modifier (minimum of two). You may choose either total. At 15th level, instead of rerolling the chosen dice, you can treat the roll as a number equal to half the highest number on the die, plus one (for example, treating a d8 as a 5, or a d12 as a 7).

Improved Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

At Higher Levels. At 9th level, you can instead triple the duration to a maximum of 2 days. At 13th level, you can instead quadruple the duration to a maximum of 4 days.

Improved Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

At Higher Levels. At 11th level, the sorcery point cost is reduced to 2. If the creature is not engaged in combat, the sorcery point cost is reduced to 1.

Improved Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Or vice versa, changing a casting time of 1 bonus action, to 1 action.

At Higher Levels. At 11th level, the sorcery point cost is reduced to 1. At 13th level, if the spell has a casting time longer than 6 seconds, but shorter than 10 minutes, the casting time is reduced to one-fifth (to a minimum of 6 seconds, 1 action). This has no affect on spells cast using ritual casting.

Improved Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Improved Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

At Higher Levels. At 9th level, the sorcery point cost is reduced to 1. At 13th level, you can treat an attack roll of 9 or lower as a 10.

Improved Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

At Higher Levels. At 9th level, the spell leave no trace of it originating from you, and creatures affected by the spell are unable to determine its source. At 15th level, affected creatures are completely unaware they have been affected by the spell, regardless of the spell's description, and only if the spell deals no damage directly to the creature.

Improved Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
You can use Improved Transmuted Spell even if you have already used a different Metamagic option during the casting of the spell.

At Higher Levels. At 11th level, you can spend 2 sorcery point to change the damage type to one of the following listed types: force, psychic, necrotic. At 15th level, you can spend 2 sorcery points to change the damage type to radiant.

Improved Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

At Higher Levels. At 11th level, the sorcery point cost is reduced by 1 (to a minimum of 1). At 15th level, you may select the original target as the second target with the spell. At 18th level, the sorcery point cost is further reduced by 1 (to a minimum of 1).

Wandering Mind

14th-level Fluidic Soul feature

You can prepare 4 spells of your choice from the wizard spell list, which must be of a level for which you have spell slots. The chosen spells count as sorcerer spells for you but don't count against the number of sorcerer spells you know. Each long rest you can replace those spells with others from the wizard spell list.

In addition, at the end of a long rest, you can choose a number of the sorcerer spells you know and replace them with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. The number of spells you can replace is equal to your constitution modifier (minimum of 1). You can also choose one cantrip from your sorcerer spells you know, and replace it with another sorcerer cantrip each long rest.

Meta-Fluidity

18th-level Fluidic Soul feature

You reach your final state with your fluidic magic. Finding a near limitless font of magic within yourself, you can now resonate with a particular style of meta-fluidity.

Choose one of the following options. You can replace a meta-fluidity option when at least seven days have passed after first selecting an option, and after completing a long rest.

Optional rule: Only with approval from the DM, and after reaching 20th level, you may be granted access to selecting a second option.

Meta Defiance

When you take damage that would reduce you to 0 hit points, you may instead expend half your current sorcery points (expending a minimum of 3) to come back standing at 1 hit point. You can do this a number of times equal to half your constitution modifier (minimum of 1) per long rest.

After coming back, you are charged with magic, and you can immediately choose to do one of the following options the moment you come back:

  • You cast a spell that has a casting time of 1 action
  • You move a distance up to your base walking speed
  • You have advantage on all saving throws until the end of your next turn
  • Creatures have disadvantage on attack rolls against you until the end of your next turn

Meta Dominance

When you fail a saving through against being controlled, charmed, or possessed, you can expend 2 sorcery points to automatically succeed.

When a creature within 10 feet of you fails a saving through against being controlled, charmed, or possessed, you can expend 4 sorcery point to have that creature automatically succeed.

Meta Knowledge

You learn 2 spells from any class, of any level you have spell slots for.

Swapping this option for another removes these spells. Reselecting this option later, you may select different spells than before.

Meta Preparation

At the beginning of the day, write down 6 sorcerer spells you could have known/prepared, but you do not have known/prepared. Number each spell from 1 to 6, you may write down the same spell multiple times. These spell are added to a sort of backlog, that can be useful later. As an action, you select 1 spell you currently have learnt/prepared, and then roll a d6. The number the die lands on correlates to the spell you wrote down at the start of the day. You can choose to either swap your initial selected spell, with the spell you rolled on the d6, or do nothing. You can do this once per long rest, and additional uses requires the spending of 2 sorcery points.

Meta Substitution

You can substitute your sorcery points in place of material cost required by spells. As a bonus action, you can touch a willing creature that is casting, or is about to cast a spell, and spend a number of your sorcery points to reduce the gp cost of spell components. Each sorcery point reduces the gp cost of the spell by 5 times your constitution modifier (minimum of 5). This feature cannot reduce the cost to below 0.

Once you use this feature, you can’t do so again until you finish a long rest.

 

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