Base Class: Sorcerer
Your innate magic comes from your direct connection to raw magic itself. Unlike most magic users who manipulate the weave of magic in some fashion, your very body serve as a conduit for raw magical energy to enter the world. As channeling magic was lost to the world for thousands of years, no one knows for certain its origins. Some people believe that channelers were touched by the planes during an outsider invasion, others believe they are descendants of the ancient magic users, and others still believe channelers are a result of a rift in the fabric of the universe itself. With the origins lost to even the Elves, it could be any or all of these and more. As channelers are constantly charged with raw magic, it is rare to find one with a stoic disposition.
Raw Magic Affinity
Starting at 1st level, as your body acts as the direct conduit for raw magic, your body has built a resilience to stress and fatigue. As a result, your constitution replaces your charisma as the spell casting ability for your spells and all related effects. Additionally, while raw magical energy courses through your veins and is shaped inside of your body, you take necrotic damage each time you cast a spell (except cantrips). The damage you take is equal to 1 hp for each level of spell slot expended and cannot be resisted or prevented in any way. This also eliminates the need for an arcane focus, as your body serves that purpose. Also, as raw magic is constantly flowing through your veins, you will give off a slight aura if anyone were to cast detect magic around you.
Another major limitation imposed due to your connection to raw magic is that magical items do not function when they are under your control. The raw magic flowing through your body interferes with magic items and prevents them from working. This even extends to the magical abilities of artifacts.
Origin Spells
Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the sorcerer, warlock, or wizard spell list. (until you gain Expanded Raw Magic Affinity at 6th level)
Origin Spells
| Sorcerer level | Spells learned |
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1st |
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3rd |
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5th |
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7th |
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9th |
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Fluid Magic
At 1st level, raw magic also causes you to have a fluid connection to magic. This has a few effects. First off, your spell slots are combined to form one pool of spells slots to be used how you see fit. For example, a 3rd level Channeler has the equivalent of two 2nd level spell slots, and four 1st level slots, for a total of eight spell slots. These can be used as four 2nd level spells, eight 1st level spells, or any combination in between. However, this does not allow you to upcast a spell beyond the level you could normally cast.
The second impact of fluid magic is that you can instantaneously sacrifice your life-force in exchange for more sorcerer points. This counts as interacting with one feature of your environment, and costs 1 hp for each sorcerer point gained. This can only be done on your turn and only works in one direction, you cannot heal with this ability. As with the damage taken when casting spells, this cannot be resisted or prevented in any way. When sorcerer points are gained in this fashion, you can add sorcerer points up to twice your normal maximum.
The final benefit of Fluid Magic is that you receive the feat Metamagic Adept at 1st level.
Expanded Raw Magic Affinity
Upon reaching 6th level, your affinity to raw magic has grown to great levels. You can now choose spells off of any spell list when learning new spells.
Megamagic Surge
Upon reaching 14th level, you achieve a masterly level of control over raw magic. As a result, you can now use one more metamagic effect upon a single spell than you normally could.This ability can be used a number of times equal to half of your Sorcerer level (rounded down) plus your proficiency bonus. This will refresh after a long rest.
One With Magic
Starting at 18th level, your cost to exchange sorcerer points and spell slots is reduced to 1 for 1.
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Posted Jan 4, 2024So if I understand correctly by level 18 you can cast 9th level spell 10 times! While still keeping four sorcery points.