Sorcerer
Base Class: Sorcerer

Your innate magic may have been stolen from you or maybe you were born to steal it from others. Some Arcane Vessels are former magic casters who have lost their power, but still retain the ability to consume and release magic. Whatever the case, you are a capsule that stores magic and cultivates it for its own purposes.

Arcane vessels are adept at combatting other spell casters. Their magic pull could swipe a divine miracle right out of a cleric's grasp.

Dregs of Power

At 1st level, the dregs of magical energy stay with you as a remnant of the magic that you have absorbed from your environment. You learn one 1st level spell from any class's spell list. The spell counts as a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. When you gain a level in this class, you can replace your spell gained from this feature with another spell of a level for which you have spell slots. 

Additionally, you gain one cantrip from any class's spell list.

You learn on additional spell from any class at 6th level and again at 14th level.

Magical Reservoir

Starting at 1st level, When you take damage from, are targeted by, or are included in the area effect of a spell that is of a level for which you have spell slots, you can use your reaction to temporarily learn that spell. Once, before you finish a long rest, you can cast the spell as if it were a sorcerer spell that you know by expending a spell slot or by spending sorcery points equal to the spell's level. You can use this ability a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses upon finishing a long rest.

Dregs of Power

At 6th level, you learn one additional spell from any class.

Mystic Funnel

At 6th level, you can create a magical buffer around you that lessens the effect of magic on you and protects you from harm. Upon finishing a short or long rest, you can expend hit dice up to an amount equal to half your level (rounded down). Roll the hit dice and gain the result in temporary hit points. While you have temporary hit points gained in this way, you have resistance to damage from spells and advantage on saving throws against magic.

Dregs of Power

At 14th level, you learn one additional spell from any class.

Spell Siphon

At 14th level, you learn the counterspell and dispel magic and can cast each of them once without expending a spell slot. When you end or foil a spell using either of these spells, you regain 1 sorcery point.

Avatar of Magic

Starting at 18th level, you can expel your magical vessel to create an entity of pure magic. As an action, you can manifest your avatar in a space within 5 feet of you.

The avatar is a creature, partially real and formed from pure magic. It can take actions and otherwise be effected as a normal creature. The avatar has hit points equal to your hit point maximum. It shares your ability scores except for Strength which is 4. It has an AC of 14, a 60ft. flying speed, resistance to nonmagical bludgeoning, piercing, and slashing damage, and immunity to the following conditions: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, and restrained. It emits bright light out to a range of 30ft.

The avatar can only use its action and bonus action on its turn to cast a spell. The avatar uses your sorcerer spellcasting feature and expends your spell slots if it casts a spell of 1st level or higher. The avatar is friendly to you and creatures you designate. You can command it telepathically, it moves and acts in accordance with your wishes, and it acts immediately after you in combat.

While your avatar is manifested, you cannot cast spells that require you to expend a spell slot. The avatar fades after 1 minute, when you recall it as an action, or when you fall unconscious. Once used, you cannot use this feature again until you finish a long rest. 

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