Sorcerer
Base Class: Sorcerer

Either through experimentation, being exposed to pure arcane energy, or simply coming from a magically potent bloodline. Most times these sorcerers are potent fighters who can throw spells like a storm of fury, causing destruction all where they pass.


Though powerful, spellsingers are often exiled by their peers because of their immense arcane power poses a threat to them. But you are used to this, as you now that you have the magical firepower of an entire battalion. you use your magic constantly, and when you do you are a sight to behold.

Arcane rebound

when you chose this origin, you can chose to expend a sorcery point and roll 1d10 + your Charisma modifier temporary hit points, when this happens you can take a reaction to cast any cantrip after taking damage while you have the temporary hit points. The effect lasts for until you lose the Hit points, or after an hour and the temporary hit points and effect ends. the 1d10 increases the higher levels you reach, 2d10 at 5th level, 3d10 at 15th level, and 4d10 at 20th.

Arcane slinger

As you level up, you can expend an amount of sorcery points to volley multiple spells at a time, at 1st level you are limited to 2 spells at a time and it increases as you level up: 3 at 5th level, 4 at 13th level, and 5 at 20th level.

Volley point rate

Cantrips: 2 sorcery points

1st level: 4 sorcery points 

2nd level: 6 sorcery points 

4th level: 8 sorcery points

5th level: 10 sorcery points

6th level: 12 sorcery points

7th level: 14 sorcery points

8th level: 16 sorcery points

9th level: 18 sorcery points

Slot preservation

Starting at 6th level, you are capable of generating magical potential, as a bonus action, you can preserve a spell slot of 5th level or lower. Doing this makes the next spell of that level you cast not use a spell slot, but if not used before the end of your next turn, then it goes away and is considered used.

You can use this feature once every long rest.

Hex copy

At 14th you can copy any sorcerer spell that you are casting. You can copy any spell at a level that equals your charisma modifier + 4 or lower, can be doubled at the use of 5 sorcery points. Doing this only takes up one spell slot for that spell.

Magician's rend

Beginning at 18th level, the sheer amount of magic within your body explodes outward, you can use an action to expend 10 sorcery points and create a magical rend, this rend is a 2ft diameter sphere that can be launched forward. You can add three spells into this rend, either the same spell or different spells, though you can only load spells under 6th level into the rend. This rend can be detonated as a bonus action, and can be moved 10ft. as a bonus action on your turn. When detonated all spells go off and target all within the radius, or the closest target(s) depending on the loaded spells.

Previous Versions

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