Sorcerer
Base Class: Sorcerer

Tales tell of Taryn the Feckless. A halfling whisked away into "The Academy," the empires most esteemed magical institution of whom peasants and nobles alike dreamed of sending their magically gifted young ones. With promises of mystical prowess and a safe place to learn to control his arcane outbursts, Taryn was instead brought to a laboratory where he was the victim of countless magical "experiments" that in any other context would be labelled "Torture." The result was a living arcane battery. A window into the Weave that could be tapped into by the war mages of the emperors Royal Legion. Only after his escape did Taryn earn the title The Feckless, just before his meeting of a peculiar adventuring party.

Ingrum had spent a majority of her elven lifespan attuning her frail body to the everchanging flow of magic through her people's lands. Entire days of meditation had brought her to this state of harmony with the realm. She could feel every drop of the vast magical sea as it washed over her shoulders and across her fingertips. In times of peace she would mostly spend her days swimming in the mana hanging in the air, but after her home and everything he knows is taken from her she leaves and never turns back. For the loss of her livelihood hurt her. It cut her and bled her of the magical control she once had. Well that is until *they* walked into the tavern that day and she could feel the smallest ripple left in the wake of a group of adventurers. Stuck at a fraction of the power she once had, she instead uses her magical influence to aid her new friends.

Arcane conduits can be the product of anything. While most sorcerer's can track their arcane lineage to find its source, Arcane conduits could go their entire life without the slightest hint as to where their tentative grasp of the weave comes from. This, like many things in this hobby can be bent and changed to the will of the player, the real conduit. 

Please give the subclass a read and if you really enjoy it, let me know what you think could be improved. What I would appreciate the most is any amount of feedback.

 

Uncanny Intuition

Your sorcerous origin provides for you an unexplainable sense for the Arcane. Starting at 1st level, as an Arcane Conduit Sorcerer when you roll any arcana check, as well as a perception or investigation check made in relation to any spell or magical effects treat any roll of a d20 of 9 or lower as a 10. 

You are also proficient with arcana regardless of your background.

Arcane Tether

At 1st level you are able to use the physical body's of your allies to influence the spell(s) being cast. When casting a spell or cantrip, if a creature that is an ally is within 30 ft of you, you can cast the spell as if it is being casted from your allies location. This can be done a number of times equal to your charisma modifier (minimum of 1) +1. There is no limit to how many times per turn you can use this ability, save for your daily limit. If the spell being cast has a range of self, the target is switched from the caster to the ally being tethered.

(Note: The Arcane Tether ability does not effect the need for a target of the spell(s) to be seen/heard by the caster. If the spell requires the target to be seen or heard , it must be seen or heard by the caster, not the tether.) 

Mystic Overflow

At 6th level your brief understanding of the flow of magic through your soul extends to the bones of those allied by you. As a reaction, when a spell or cantrip is casted by an ally of yours within 60 feet of you, you can choose to modify the spell or cantrip using metamagic. The spell must be compatible with whichever ability is being used from the metamagic section of the players handbook. (Page 102)

Additionally, at 6th level the Arcane Conduit gains the ability to extend the Flexible Casting ability from the sorcerer class to allies. The range of this ability is 30 feet and the spell slot produced must be of a level that the target can cast. Given the high amount of sorcery points used, there is no limit to how many times per day this ability can be used.

Arcane Absorption

At level 14 Arcane Conduits have begun to feel ripples in the weave from those who are not friendly to them. Once per long rest you gain the ability to cast counterspell as a reaction. When you do this the casting of the spell is of 3rd level, no lower no higher. If a spellcasting ability check is needed you have advantage on the roll. When counterspell is casted successfully in this way, you gain an expended spell slot equal to the spell countered via counterspell. The spell slot gained must be of a level you are able to cast. Alternatively, if you can choose to turn the spell slot absorbed immediately into a number of sorcery points equal to the level of the spell slot as part of the reaction.

Flood of the Sorcerer

At 18th level this subclass unleashes the floodgates. As an arcane conduit, you have mastered the control you possess over the flow of magic through all living beings. As a bonus action you an activate this ability. When activated, an aura appears extending 30 feet in each direction centered on you, this aura moves as you as you move. Any allies in the aura that make a spell attack or attack with magical weapons can add your charisma modifier to the attack roll and damage of the attack. Additionally, any ally that casts a spell(s) that impose a saving throw(s) can add your charisma modifier to the DC of that spell and damage if it deals any.

This ability lasts for 1 minute and can be done once a day.

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