Sorcerer
Base Class: Sorcerer

I don't want to write a description

Basic Siphoning

Can spend sorcery points to siphon magic items into each other, takes 1 action, or can be done without sorcery points over a period of an hour. If the item is attuned to a creature that isn't yourself, roll a spell attack against 10 + (Magic Item Level x 2). On a success it works as intended, on a failure it doesn't work and the sorcery points, if used, are still lost.

Combat Magic

As an action roll a spell attack, on a hit deal 2 x Sorcerer Level Psychic Damage and roll on the table.

1-5: Regain 1 sorcery point.

6-9: Regain 2 sorcery points.

10-13: Heal half as much as you deal.

14-17: Regain a use.

18-19: All attacks have advantage against the target until the end of your next turn.

20: Deal double damage and roll again (once).

You can use this feature once for every 2 spell levels you can cast, rounded up. A use can be regained by spending 3 sorcery points. For the purposes of Metamagic this acts as a 2nd level spell.

Magical Reshaping

When casting a spell that deals damage of an elemental damage type, you can spend 1 sorcery point to change the damage type to a different element. You are also able to reshape the magic of a magic item to fulfill a different purpose over the period of an hour. When you do so, roll a d20 and add your spell attack modifier, then subtract 2 for every magic item level above 1 (-2 for 2, -4 for 3, -6 for 4, -8 for 5)

1-10: Nothing happens, your time is wasted.

11-15: You may tweak details of a magic items function. Such as damage type, resistance type, etc. At your DM's discretion.

16+ : You may change everything, power is at your DM's discretion but they must obey your vision for the item.

Haven't decided

 

idk

Haven't decided

idk

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