Base Class: Sorcerer
Your innate magical powers are far below that of a normal Sorcerer. Thus you have taken to study the small amounts of power you were born with. Using knowledge as your ally you are able to create more potent versions of much smaller spells, mainly cantrips.
Minor Origin
When you were born you have bestowed a fraction of magical power. This magical power was by an Arcane, Divine, or Natural source. When you select Cantripologist as your Sorcerous Origin you may choose a Minor Origin of Arcane, Divine, or Nature.
- Choosing Arcane allows you to select spells from the Wizard and Bard Spell Lists for your Spellcasting class feature.
- Choosing Divine allows you to select spells from the Cleric and Paladin Spell Lists for your Spellcasting class feature.
- Choosing Nature allows you to select spells from the Druid and Ranger Spell Lists for your Spellcasting class feature.
No matter which minor Origin you select you can always select spells from the Sorcerer Spell List Spellcasting class feature.
Sub Par Casting
Because your prowess of magic is not on par with other bloodlines, you lose your Spell Slots from your Spellcasting class feature. Instead, you gain access to the Font of Magic class feature at level 1 and you gain a number of additional sorcery points equal to your Sorcerer level. You can not create spell slots using the Font of Magic class feature.
Additionally, you cannot learn spells that are not cantrips except by the use of the Cantripitzie class feature. Your total number of cantrips you can learn is equal to your cantrips known plus your spells known for your level on The Sorcerer Table.
Arcane
You may select spells from the Wizard and Bard Spell Lists for your Spellcasting class feature.
Divine
You may select spells from the Cleric and Paladin Spell Lists for your Spellcasting class feature.
Nature
You may select spells from the Druid and Ranger Spell Lists for your Spellcasting class feature.
Accelerated Metamagic
You have had to force yourself to create more powerful magic out of the simplest spells. You gain two of the following Accelerated Metamagic options of your choice.
When you reach the 6th level in this class, you gain one additional Accelerated Metamagic option of your choice. Additionally, you can use any number of Metamagic, and Accelerated Metamagic options on a spell when you cast it. You cannot use the same Metamagic or Accelerated Metamagic option on a single spell, unless otherwise noted.
Expand Spell
When casting a spell that shoots darts, beams, or rays, you can spend 2 sorcery points to add an additional dart, beam, or ray that spell shoots.
Intensify Spell
When you cast a spell that deals damage, you can spend 1 sorcery point to add 1 point of damage to the spell's damage.
You may Intensify a spell a number of times equal to your charisma modifier.
Maximize Spell
When you roll damage for a spell, you can spend 3 sorcery points to take the highest possible result of all damage dice instead of rolling for damage.
Nonlethal Spell
When you cast a spell that forces other creatures to make a saving throw and that spell inflicts damage. You may spend 5 sorcery points to remove the damaging effect from the spell to increase the spell save DC of that spell by 5 for the duration of the spell.
Widen Spell
When you cast a spell that has an area of effect, you may spend 2 sorcery points to double the area of the spell.
Zone Spell
When you cast a spell that has an Area of Effect you can spend 2 sorcery points to change its area of effect to a different shape, selecting: cone, cube, cylinder, line, or sphere. The point of origin stays the same.
Cantripitize
Your limited control of magic enables you to cast minor versions of more powerful spells. This is feature is called Cantripitize. You can Cantripitze any spell on your spell lists granted by this sorcerer class. To Cantripitze a spell you add it to your list of cantrips known. When you cast a Cantripitzed spell all numeric values of the spell are halved, rounded up. This includes values such as range, area, duration, targets, number of missiles/rays, and number of Dice.
Cantripitize does not:
- Affect die rolls used to determine a random result (i.e. Confusion) make the roll as per the spell's description.
- Decrease the size of any die, d6's stay d6's they do not become d3's.
- Change or affect the casting time of a spell.
You can only Cantripitize a spell that's spell level is equal to or lower than Half your Sorcerer level.
Exert Spell
At 6th level, you can force the full effects of a spell that you have Cantripitized. By spending a number of sorcerer points equal to twice the spells level you can cast a Cantripitized spell you know without halving the numeric values of the spell.
Spell Singularity
If you have cast a spell this round, as a reaction, which you take when you see a creature within 60 feet of you casting a spell, you can spend 2 Sorcerery points to cast Antimagic Field. Its area is reduced to 5ft, it moves with you when you move, and its duration ends at the start of your next turn.
Tap the Bloodline
At 18th level, you can finally utilize the most of your lackluster magical inheritance. On your turn, you can gain 3 additional actions, these actions can only be used to cast spells gained from this sorcerer class. When you use this feature, until the start of your next turn, you can not use any bonus actions or reactions, and your speed becomes 0ft.
Once you use this feature, you must finish a short or long rest before you can use it again.
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