Base Class: Sorcerer
Magic Node sorcerers are fonts of magic, with a natural way to use The Weave, born with that conection, they can use the magic flowing in their veins in a unique way no others can. Their ability to manipulate the primal forces of magic is unparalleled and feared.
Arcane Veins
Starting at 1st level, you don't need material components or an arcane focus in order to cast sorcerer spells (except for material components that have a gold piece value).
One with The Weave
At 1st level you know and can cast Detect Magic at will, without expending a spell slot. This does not count against your spells known (you can not swap it out at later levels).
Aditionally you know Chaos Bolt and can cast it with your spell slots. This does not count against your spells known (you can not swap it out at later levels).
Conection with The Weave
At 6th level you learn two more Metamagic options (one of which must be Subtle Spell if not already known) and can now use two different Metamagic options on spells you cast (three if using the Empowered Spell option). Metamagic options are applied to the spell as cast so that, for example, a Fly spell that is Twinned and Extended will cost 4 sorcery points total, (3 for Twinning a 3rd level spell + 1 for Extended), and have the duration of both effects increased.
In addition you learn both Dispel Magic and Counterspell (choose one or two other spells if one or both are already known). They do not count against your spells known (you can not swap them out at later levels).
At level 14 and 18 you learn an additional Metamagic option.
Raw Magic Veins
At 14th level you can now use three different Metamagic options on spells you cast (four if using the Empowered Spell option).
In addition when you use Sorecery Points you spend one sorcery point less than usual in every option you choose to spend them (you can't reduce the cost to zero)
Furthermore, you acquire the ability to create spell slots of the 6th and 7th levels (Costing 8 and 9 sorcery points respectively, feature aplied). These spell slots disappear after a short rest.
Arcane Well
At 18th level you can use as many Metamagic options as you wish per spell (only one of each option) and can apply one metamagic option to any cantrip you cast for free per turn.
In addition, you acquire the ability to create spell slots of the 8th level (costing 10 sorcery points, discount aplied). These spell slots disappear after a short rest.
Furthermore, you are able to overcome anti-magic effects (such as the Anti-magic spell, other magic "dead zones", or even being made to wear armor you're not proficient in). You may cast spells while in those effects and cast spells into those effects, affecting creatures/objects as though the effects did not exist. You must spend a number of sorcery points equal to the level of the spell you cast (cantrips require 0 sorcery point) in order to do so.
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