Sorcerer Spherecaster

Sorcerer Spherecaster

A sorcerer using the sorcerer spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level sorcerer feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level sorcerer feature (replaces the following from the Spellcasting feature: Spell Slots)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your sorcerer level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level sorcerer feature (replaces the following from the Spellcasting feature: Cantrips and Spells Known Of 1st Level And Higher)

You gain a magic talent at 3rd level and every odd sorcerer level thereafter (3rd, 5th, 7th, etc.).

Casting Tradition

1st-level sorcerer feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Charisma modifier for your sorcerer class abilities.

Spellcasting Focus

1st-level sorcerer feature (modifies the following from the Spellcasting feature: Spellcasting Focus)

Regardless of your casting tradition, you can choose to use an arcane focus as a spellcasting focus when casting any spells or magic talents or abilities.

Bloodline Magic

If your sorcerous origin gives you bonus spells or the ability to choose spells from a different spell list, it instead grants you a bonus talent from a single sphere at 1st, 9th, and 17th level. The sphere must be related to your origin; work with your GM to decide which sphere best suits your sorcerous origin.

Sorcery Points

2nd-level sorcerer feature (modifies the following from the Font Of Magic feature: Sorcery Points)

You do not gain sorcery points. Instead, you gain additional spell points equal to your sorcerer level. You can spend spell points in place of sorcery points.

Metamagic

3rd-level sorcerer feature (modifies Metamagic)

You can apply Metamagic options to magic sphere effects as if they were spells. You can only apply one Metamagic option to a magic sphere effect when you cast it, unless otherwise noted. Spell points spent applying Metamagic options to a sphere effect count against the maximum number of spell points that you can spend on any given sphere effect (you cannot spend more spell points on any given sphere effect greater than your proficiency bonus).

Alternatively, whenever you gain a metamagic option, you may choose to instead gain the metasphere package from the Universal sphere, or if you already have that package, a new (metasphere) talent.

Sorcerous Restoration

20th-level sorcerer feature (modifies Sorcerous Restoration)

At 20th level, you regain 4 expended spell points whenever you finish a short rest.

Sorcerous Origin Options

1st-level or higher feature

If your sorcerous origin would have you roll on a wild magic table whenever you cast a sorcerer spell of 1st level or higher, you can instead roll on the Universal Wild Magic table anytime you spend one or more spell points on a magic sphere talent or ability.



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