Sorcerer
Base Class: Sorcerer

Your magic could have sprung from any number of places: your ancestry, a bargain fulfilled to a fey lord, or an auspicious moment of birth. Your magic, though, springs from you. Whatever catalyst bound you to The Weave, you are one with the ebb and flow of spells and the raw stuff of magic.

Spellborn are prized by any who can attain their aid, especially those who study magic, as the Weave seems to bend itself around their will. Their power is such that even extraplanar entities seek to bind these individuals into their service or else forge an alliance.

Second Sight

Your relationship with magic is deep. Starting at 1st level, you may cast Detect Magic at will without expending a spell slot or using verbal or somatic components. This does not count against your spells known.

At 10th level in this class, you have blindsight to 30 feet whenever Detect Magic is active.

Blindsight

At 10th level, you gain Blindsight to 30 feet whenever Detect Magic is active.

Second sight

Starting at 1st level, you may cast Detect Magic at will without expending a spell slot or using verbal or somatic components. This does not count against your spells known.

Intuitive Magic

At 1st level, when a creature within 60 feet of you casts a spell that you can see you know what spell is being cast, but not at what level.

At 13th level in this class this range increases to 120 feet.

Spell Turning

At 6th level, the form and binding of magic becomes ever more apparent to you. You learn Counterspell if you do not already know it, and it does not count against your spells known. Whenever you successfully cast Counterspell you may choose to have the countered spell reflect back upon the original caster, using your spell save DC if applicable, a number of times equal to your Charisma modifier per long rest.

Adaptive Magic

At 16th level, your ability to work the stuff of raw magic becomes even more impressive. Once per long rest you may cast any spell on the Sorcerer Spell List whether it is known or not so long as you have a spell slot of the appropriate level. This spell becomes an extra Known Spell until the end of your next long rest.

Arcane Will

You are a creature of magic, and your blood runs thick with it. At 18th level, you gain the ability to consume the power of harmful magic. When you are forced to make a saving throw against a spell, or take damage from a spell, you may use your reaction regain Sorcery Points equal to twice the level of the spell slot used to cast it. You may do this a number of times equal to your Constitution modifier per long rest.

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