Base Class: Sorcerer
you control and can change the weave with a surgeon's precision, your connection to the weave is less of a knot but a delicately folded thread you tread carefully. this gives you flexibility to bend the weave without breaking in ways impossible by those without your soft touch for the arcane.
reach into the weave
your connection with the weave allows you to gain arcane abilities normally out of reach for other sorcerers
choose 2 first level spells and one cantrip from any classes spell list. these do not count towards your known spells
elemental modification
starting at 2nd level you gain the ability to spend a sorcery point whenever you cast a spell that deals fire, lightning, cold, acid, radiant or force damage to make the spell instead deal any of the other damage types from the list.
spell shift
you gain the ability to spend a sorcery point whenever you cast a spell with a saving throw in order to change the save type
(this ability can be hard to flavor so here are some examples. any flavor choices are only flavor and have no effects beyond changing the save)
banishment as strength: you feel yourself being pulled towards a black floating orb as you must keep your footing or be pulled in
charm monster as dexterity: a grouping a small pink glowing specs shoot at the creature or must be charmed
confusion as constitution: you feel a burst a of smoke in your head as you start to cough and feel yourself start to get loopy
disintegrate as wisdom: a beam of green energy comes rushing towards you before faking out and turning around and then behind you as you must stay brave enough to stand still
fireballs as intelligence: rays of fire in complex geometric shapes fire out as you must figure out where a safe place would be
as for charisma: it is very hard to flavor for charisma if you think of it as talking skills but you can get away with a lot as it tends to represent ones innate connection to magic
elemental adaptability
at the end of a long or short rest you can pick either fire, cold, lighting, acid, radiant or force. you gain resistance to the chosen damage type, your spells dealing that type of damage deal a extra 2d8 and you bypass immunities to residence to the chosen damage type. you can also use a sorcery point to change damage types as a bonus action
superior meta magic
choose 3 of the fallowing superior meta magics
these do not count towards your normal limit of meta magics
arcane burst
when ever you cast a spell targeting a creature within melee range of you or if a creature within melee range of you is in the spells area. you may spend 1 sorcery point to make them make a strength save or be knocked 30ft in a direction of your choice
double cast
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend 2 sorcery points to cast a second, different spell at the same target. The second spell must also target only one creature and not have a range of self. You must expend the appropriate spell slot for both spells. this spell does NOT need to be a cantrip
healing burst
when you cast a damaging spell targeting one or more creatures but not a area, you may spend 5 sorcery points to make it heal instead of doing damage
resilient cast
You can spend 1 sorcery point when you cast a spell to make it unbreakable by the spells counterspell, dispel magic, globe of invulnerability, anti magic field and remove curse.
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