Sorcerous Origin: Spell Affinity

Whether due to a blessing, a curse, an experiment by a mad wizard or something else, everything about your body and soul is designed to cast a certain spell. This wiring and magical energy allows you to use a variety of spells, but none will ever be done with as much efficiency and power as that one spell you were made for.

Affinity Spell

There is a spell that you are optimized to cast. Choose one of the following affinity spells: counterspell, fireball, fly, or stinking cloud. You cannot choose another later.

Your affinity spell manifests in you physically, even when you are not casting it. You gain one of the following traits based on your affinity spell.

Counterspell. Your eyes are glassy and reflective, almost like mirrors. If you can see a creature, you are able to perfectly mimic their movements in real time as if you were their mirror image, unless they move in a way that you don't have the Strength, Dexterity, or physical ability to copy.

Fireball. Your body gives off an unusual amount of heat. You are able to handle non-magical hot or burning objects, such as hot coals or the flame end of a torch, with your hands without taking damage or feeling any discomfort.

Fly. Your hair and clothing sometimes float and billow around you as if free from the pull of gravity. You are able to make yourself weigh half of what you normally weigh at will.

Stinking Cloud. Your skin has a yellowish-green tinge, and your body gives off an unpleasant odor. When standing within 5 feet of someone, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks to make them go away or leave you alone.

Preview of Power

At 1st level, you are not skilled enough to cast your affinity spell yet, but its power still runs within you. You gain one of the features associated with your affinity spell.

Counterspell. You cannot yet notice and counter the complex movements and mutterings involved in spells, but you can counter more obvious things. As a reaction, you can attempt to counter a melee attack within 15 feet of you. You must use this feature before they roll to hit. The creature makes a Strength saving throw against your spell save DC. If they fail, they roll to hit with disadvantage on all melee attacks they make that turn. You cannot use this feature again until you finish a short or long rest.

Fireball. You may choose to make the damage type of any of your spells fire damage. You are resistant to magical and non-magical fire damage.

Fly. You can float 1 foot off the ground for 1 hour. Your floating speed is equal to your walking speed plus 5 feet. While floating, you ignore difficult terrain, you do not activate traps that are set off by stepping on them, and you can float over liquid. This effect ends early if you are knocked prone. Once you use this feature, you cannot use it again until you finish a long rest.

Stinking Cloud. You are resistant to poison damage and immune to being poisoned. You suffer no ill effects from breathing polluted air or being exposed to strong odors, and you automatically succeed in all saving throws against those. You are able to see normally in thick fogs, including the cloud produced by stinking cloud.

Affinity Enhancement

At 6th level, you learn your affinity spell. It does not count against your number of spells known. If you already knew this spell, it no longer counts against your number of spells known, and you learn a new spell which does. You do not need any verbal, material, or somatic components to cast your affinity spell.

You can cast your affinity spell with more power than other spells. When casting your affinity spell, you can spend 2 sorcery points to treat it as being cast one spell level higher than the spell slot you expended to cast it.





