Base Class: Sorcerer
Magic is a force so raw and powerful that when untempered, can literally tear a soul apart. Sorcerers can push themselves to these levels, sacrificing their very essence to utterly obliterate their enemies in magical destruction. These sorcerers are like shining beacons of pulsing energy, straining their mortal bodies to the absolute limits and beyond.
Arcane Acceleration
During battle, you can push yourself to conjure spells with unnatural speed. On your turn you can choose to activate your Arcane Acceleration ability. Whilst this ability is active, you can cast more than one non-cantrip spell per turn. This does not change the action required for a spell, though all spells cast in a turn can still be affected by Metamagic abilities.
Arcane Acceleration lasts for 1 minute. It ends early if you are knocked unconscious. You can use Arcane Acceleration a number of times equal to your charisma modifier (to a minimum of 1) which resets after a long rest. When the Arcane Acceleration ability ends, you suffer one level of exhaustion.
Soul Flare
At 6th level, you learn to rupture a portion of your soul to enhance the power of a spell that you cast. When you cast a spell, you can choose to cast it at a higher spell slot without expending the higher spell slot. When using this ability, you can only increase the spell slot to a level that you can currently cast.
When you activate this ability, you lose a number of hit points equal to a roll on your highest hit die value for each level of the spell you are casting (for example, if you are casting Magic Missile using Soul Flare as a 4th level spell, you would roll 4 hit dice when determining the hit points lost).
At 14th level, Soul Flare can be used beyond the level the sorcerer can currently cast spells, up to 9th level.
Sorcerous Coalescence
Stretching your soul further, you can restore your sorcerous power to continue your magical onslaught. As a bonus action, you take damage equal to half your current remaining hit points to fully restore all your spent sorcery points.
After you use this ability, you cannot be healed by non-magical means for one hour.
Supernova Soul
You let the full force of magic flow through you, allowing you to bring erupt in magical fury. As an action, you can transform yourself into a swirling maelstrom of magical energy, gaining the following effects:
- You can add any number of hit dice to damage rolls on spells you cast, you lose hit points equal to the amount rolled on these additional dice.
- Half the number of required sorcery points for Metamagic abilities (to a minimum of one).
- Once per turn, you may use a Metamagic ability that costs 1 sorcery point without spending the sorcery point.
- You have advantage on saving throws against spells and other magical effects.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this feature, you can’t do so again until you finish a long rest.
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