FormerlyHemlock
Hero
I'm not normally a fan of homebrewed archetypes or subclass bloat, but my desire as a DM is to support a niche that doesn't normally exist: a magic-user who doesn't rely on bodily contortions and chanted mumbo-jumbo to make his magic happen.
I'm interested in feedback on (1) whether any of the rules need disambiguation; (2) what effect the existence of this archetype in a campaign would have on your playstyle.
Instinctual Sorcerer
You are an instinctive magic-user. Magical effects "just work" for you, as easily as your muscles work to move your body around. You may not even be aware what's happening--perhaps you found a lucky feather which, you think, turns you invisible when you wear it, until one day you lose the feather and realize the power was within you all along. Or perhaps you are like Spider Man or the X-Men, shooting energy blasts from your hands like a mutant power. Whatever it is, your magic is deeply a part of you in a way that most people could never understand.
[Instinctive Casting] Starting at first level, you have no need for verbal, somatic, or material components when casting your sorcerer spells.
[Made of Magic] Starting at sixth level, you can use your physical reserves to fuel your magic. When you are in your own body and form, you can convert HP to sorcery points as a bonus action on a 1:1 basis, up to your normal sorcery point maximum. Your HP maximum is reduced by the same amount. Once reduced, your HP maximum cannot be restored by any means except rest. You regain points of max HP equal to your Charisma modifier (with a minimum of +1) each time you complete a long rest.
[Magic Eater] Starting at fourteenth level, you can absorb hostile magic and turn it to your own ends. When a spell is cast that targets only you, you can use your reaction to absorb the spell, nullifying its effects and giving you as many sorcery points as the spell's level. If this would take you above your sorcery point maximum, lose the extra points and suffer the effects of a Feeblemind spell, DC 5 + (level of the absorbed spell), except that you may repeat the saving throw to end the effect every 7 days instead of every 30.
[Magical Virtuoso] Starting at eighteenth level, your magical coordination improves. Like a musician playing two different instruments at once, once per short rest you can cast a sorcerer spell that requires concentration without losing concentration on another sorcerer spell that you are already concentrating on. If you lose concentration following that point, both spells end.
I'm interested in feedback on (1) whether any of the rules need disambiguation; (2) what effect the existence of this archetype in a campaign would have on your playstyle.
Instinctual Sorcerer
You are an instinctive magic-user. Magical effects "just work" for you, as easily as your muscles work to move your body around. You may not even be aware what's happening--perhaps you found a lucky feather which, you think, turns you invisible when you wear it, until one day you lose the feather and realize the power was within you all along. Or perhaps you are like Spider Man or the X-Men, shooting energy blasts from your hands like a mutant power. Whatever it is, your magic is deeply a part of you in a way that most people could never understand.
[Instinctive Casting] Starting at first level, you have no need for verbal, somatic, or material components when casting your sorcerer spells.
[Made of Magic] Starting at sixth level, you can use your physical reserves to fuel your magic. When you are in your own body and form, you can convert HP to sorcery points as a bonus action on a 1:1 basis, up to your normal sorcery point maximum. Your HP maximum is reduced by the same amount. Once reduced, your HP maximum cannot be restored by any means except rest. You regain points of max HP equal to your Charisma modifier (with a minimum of +1) each time you complete a long rest.
[Magic Eater] Starting at fourteenth level, you can absorb hostile magic and turn it to your own ends. When a spell is cast that targets only you, you can use your reaction to absorb the spell, nullifying its effects and giving you as many sorcery points as the spell's level. If this would take you above your sorcery point maximum, lose the extra points and suffer the effects of a Feeblemind spell, DC 5 + (level of the absorbed spell), except that you may repeat the saving throw to end the effect every 7 days instead of every 30.
[Magical Virtuoso] Starting at eighteenth level, your magical coordination improves. Like a musician playing two different instruments at once, once per short rest you can cast a sorcerer spell that requires concentration without losing concentration on another sorcerer spell that you are already concentrating on. If you lose concentration following that point, both spells end.
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