GRIMOIRE SORCERY

Your innate magic comes from your adeptness with books, you find that there is magic inside literature and draw your power from the emotions and magics locked away in texts. You know how to either draw forth magic from books that were intentionally used for casting or draw the powers unconsciously locked away in the pages of all pieces of writing.

Grimoire

A Grimoire is your connection to the magic that resides inside of you, you ability is to awaken the emotions that are locked away in words.

Grimoires follow a Genre typing that determines the type of spells that reside inside of the Grimoire.

Grimoire functions:

A Grimoire Sorcerer must attune themselves to any grimoire that they want to use.

It is necessary to prepare which Grimoire a Sorcerer will be using for the day depending on how many Grimoire slots are available to the sorcerer. 1 slot at 1st level, 2 slots at 6th level, 3 slots at 14th level.

Ink charges:

All Grimoires have a set amount of charges depending on the level of the spell inked inside of the grimoire. 0 charges for grimoires with no spells inked, 2 charges for grimoires with 3rd level spells and lower inked, and 1 charge for grimoires with 4th level to 6th level spells. Grimoires cannot contain inked spells of 7th level or higher. Charges are used as the spell casting cost of inked spells inside a Grimoire. Inked spells do not expend spells slots when cast.

Grimoires with no inked spells instead have a spell ability modifier determined by half of your intellegence Modifer+ proficency bonus

Charges in a Grimoire cannot change from the day they are written to the day they are destroyed. Charges are regained after a long rest.

Inked Spells:

Almost all Grimoires come with an inked spell, (minimum of 1 spell. maximum of 2 spells depending on spell level)

A grimoire is only allowed to have 2 spells if the spells are 3rd level or lower and those grimoire only contain 2 charges. a grimoire is also only allowed to have one 4th to 6th level spell inked inside of it and those grimoire have a maximum of 1 charge.

An inked spell is the physical/magical manifestations of the writer of the Grimoires emotions. It is a spell that is permanently inside the Grimoire that cannot be changed.

Inked spells use 1 Grimoire charge per spell. All inked spells can only be cast at the lowest possible level of the spell( ex. Inked magic missile can only be cast at lvl 1)

Grim Concentration

Your focus determines how tightly you hold onto you grimoire. If hit or charmed you must make a concentration check. Loss of concentration will result in dropping your grimoire. When your grimoire is dropped you must spend an action to regain your focus/control of your grimoire. on a natural 1 you lose a spell charge for the day, on a natural 20 you gain an extra bonus action on the turn after you are hit.

Whenever you take damage, you must make a Constitution saving throw to maintain your concentration.

The DC equals 10 or half the damage you take, whichever number is higher.

GRIMOIRE SLOTS

At 1st level you are selected by a grimoire of your choice from the Starter Grimoires.

You attune yourself to one Grimoire and are allowed to cast all sorcerer spells from the book, having a grimoire on hand gives the innate spell casting ability. No components needed to cast any of your prepared and known spells. Without a grimoire on hand you cannot cast any spells, but can cast cantrips.

Check sorcery table for spells known per level and spell slots. (PG. 100 PHB)