Sorcerer - Spell Leech

by UnderpaidGolbin

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Sorcerous Origin

Spell Leech

Some sorcerers are powerful fonts of magic-infused with arcane power, but others are parasites, possessing magic by leeching it from the weave around them. The souls of most spell leeches act like voids, constantly draining magic around them and filling themselves with borrowed power. A spell leech sorcerer might have been born with a sort of opposite affinity to magic, or might have been cursed by a deity or god of magic.

Siphon

At 1st level, whenever you are affected by a spell attack or spell effect, you can draw some of the residual magic energy around yourself as a reaction, gaining 1d4 temp HP till the end of the round. This temp HP increases at 4th level (1d6), 8th level (1d8) and 16th level (1d10).

Hexation

Also at 1st level, when you hit a creature with a spell attack of 1st level or higher, you may use your bonus action and spend 1 sorcery point to force that creature to make a Constitution saving throw against your spell save DC. On a failed save, you can choose one of the following effects below to apply to a target. If the duration of an an ability isn’t specified, it ends after 1 minute.

  • The target has a -2 to their AC till the end of your next turn.
  • The target’s next attack deals less damage equal to 1d4 + your Charisma bonus.
  • The target has disadvantage on their next attack.

Coalesce

At 6th level, you have learned to store excess energy as beads of mana. Whenever you activate your siphon ability and you already have temp HP, you may instead form a tiny, glowing intangible Mana Bead next to you. This bead hovers around you until you activate it as a bonus action, or until you take a short or long rest. You can choose what type of bead you form when you use this feature from the list below.

Type Effect
Power When activated, the next spell attack you make on this turn deals 2d6 extra damage of either Fire, Lightning, Cold, or Poison.
Vitality When activated, you regain 1d6 HP
Draining When activated, one creature that you can see within 15 feet must make a Wisdom saving throw or the next attack you make against them has advantage.
Arcane When this orb is formed, you may choose one cantrip that you know. When activated, you may cast that cantrip.

You may have up to 3 beads at a time at 6th level, increasing to 4 beads at 10th level, and 5 beads at 16th. Trying to form a new bead when you are at the maximum replaces any bead of your choice with the new one.

Extraction

Also at 6th level, whenever a creature you can see within 60 feet of you takes damage from a spell, you can expend 4 sorcery points as a reaction to half the damage the spell deals and form one Mana Bead of any type. After using this ability, you must finish a long rest before you can use it again.

Arcane Defenders

When you reach 14th level, your Mana Beads can be utilized in more creative ways. By spending 3 sorcery points as an action on your turn, you may launch a bead you have summoned at a target within 120 feet, making a ranged spell attack against them. The creature is affected in different ways depending on the type of bead launched, as shown below.

Type Effect
Power On a hit, the creature takes 3d8 force damage and is pushed 15 feet away from you.
Vitality On a hit, you restore 3d6 HP to the creature, or one condition currently affecting them is cleared.
Draining On a hit, the creature takes 3d6 necrotic damage, and you gain temp HP equal to half that amount.
Arcane On a hit, the creature is effected by either the charmed, incapacitated, or poisoned condition till the end of their next turn.

Nullify

Upon reaching 18th level, you may cast the spell Antimagic field at 8th level once per long rest without spending a spell slot. Additionally, you know the spell Counterspell, if you didn't already, and the DC to interrupt a creature's spell is reduced by your Charisma modifier, by a minimum of 1.

Created By: Underpaid_Golbin
Art By: Bram Sels
Published by: Re-brew

Re-brew | Soul Weaver
 

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