Sorcerer
Base Class: Sorcerer

Sometime in your past or one of your relatives past a deal was struck with a being of pure force.  This might have been an abandoned force construct or someone opened a conduit directly to the weave of magic.  This has given you a connection to pure force that is matched by few spell casters.

Force Spell Forms

Starting At 1st level you learn to cast all of your spells as force spells.  You can replace any damage type with the damage type of force without the use of sorcery points.  All other spell effects, like the target being slowed due to a cold spell, remain as normal.

Mage Armor

Starting at 1st level you can cast Mage Armor at will without it using a spell slot.  The spell must still be prepared as normal.

Improved Force Spells

Starting at 6th level, your force spells improve in power.  For all spells that do force damage, gain a bonus on your spell attacks and damage equal to your proficiency bonus.  Your spell DC’s on spells that deal force damage is increased by your proficiency bonus.  Any spells that create a barrier of force (ie. Mage armor, shield, etc.j the armor class bonus increases by your proficiency bonus.

Disk of Force

Starting at 14th level, you can create a disk of force that you can ride.  The disk fills a 5 foot circle and cannot be dispelled by anyone other than the sorcerer.  The disk is a flying platform similar to a Floating Disk but without the limitations on height above the ground.  The disk moves on your telepathic command and allows you to make your normal move actions while on the disk.  The disk can fly at a speed equal to twice your movement speed and can hover.

Force Reservoir

Starting at 18th level, you can use your Mage Armor as a reservoir of magical energy.  Your Mage Armor spell must be active to gain the following abilities:
  • You gain a bonus to your saving throws equal to your proficiency bonus.
  • You gain a temporary hit point reservoir equal to your sorcerer level times your proficiency bonus.  Each time you deal force damage you gain temporary hit points equal to half the damage dealt.  Alternatively you can spend sorcery points to gain temporary hit points equal to the number of points spent times four.  Any temporary hit points gained when your reservoir is full are lost.
  • Regain 1 sorcery point for every 50 points of force damage dealt.  Any sorcery points gained when you are already at your maximum are lost.  

 

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