Base Class: Sorcerer
A sorcerer is one who carries magic within their being, in their blood, their mind, their soul. Through generations of passed down power, magical catastrophes, or personal trauma, however, an individual sorcerer's magic can become blighted, infused with an essence contrary to magic itself. This dangerous dead magic overwhelms the minds, bodies, and arcane potential of many, but some sorcerers learn to bring their ailing magic into balance with itself, influencing it to protect them or interfere with the magic of others, and at times sacrificing their own physical vitality to amplify their spells.
Dead Magic Siphon
1st-level Dead Magic feature
Starting at level 1, your brittle magic turns against itself at times, despite the measure of control you exercise over it, depleting your stores of arcane energy while at the same time restoring a degree of physical health to you.
When you cast a sorcerer spell of 1st level or higher on your turn, you must immediately roll a d20. On a 1, one of your spell slots of the lowest level you have available is expended, and you regain hit points equal to 2x the level of the spell slot expended. You make this roll no more than once per turn.
Consumptive Amplitude
1st-level Dead Magic feature
You can deplete your own physical vitality in order to increase the harmful effects of your magic. When you cast a sorcerer spell that deals damage, you can choose to expend one of your unspent hit dice, roll it, and gain a bonus to one of the spell's damage rolls equal to the number rolled.
Magic Resistance
6th-level Dead Magic feature
You have learned to use the dead magic that runs through you to fortify yourself against the harmful effects of other magic, and even share this protection with others. Starting at 6th level, you have advantage on all saving throws against spells and other magical effects.
As a bonus action, you can extend the magic resistance of this feature to 1 willing creature you touch. This benefit lasts for 1 hour, or until your concentration ends, as if concentrating on a spell. Once you share this feature, you can't do so again until you finish a long rest.
Arcane Interference
14th-level Dead Magic feature
You can use your dead magic to break the concentration of others, making an assault upon their minds at the same time as you attempt to turn your magic against them. When a creature that is concentrating on a spell or other effect ends their turn within 60 feet of you, you can use your reaction to expend 2 sorcery points and force the creature to make a concentration saving throw against your spell save DC. On a failure, that creature's concentration ends, and they take an amount of force damage equal to your sorcerer level.
Dead Magic Nexus
18th-level Dead Magic feature
You can call on your blighted magical energy to create an arcane blind spot, turning yourself into an epicenter of dead magic. You learn the antimagic field spell, which counts as a sorcerer spell for you, and doesn't count against your number of sorcerer spells known. In addition, you can cast the spell without using a spell slot or material components. When you cast the spell in this manner, the radius is increased to 30 feet, and you can choose a number of creatures or objects up to your Charisma modifier (minimum of one) to be excluded from the spell's effects, allowing their spells, properties, and powers to function as normal, even against other creatures in the area of the spell. Once you cast the spell in this way, you can't do so again until you finish a long rest, unless you spend 6 sorcery points to do so again.
Previous Versions
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