Sorcerous Origin: Ambient Magic

You have a strong connection to the magic naturally permeating the world, and you are able to call on this latent energy to create magic of your own. The stronger the magic of the world around you, the stronger your spells. Ambient Magic Sorcerers will often have been born in a place of particularly strong magic, perhaps a great old forest suffused with the energy of life itself, or a town built on the ruins of a grand temple or wizard's keep. Some might have just lived in such places for a long time, and by the constant exposure to magical currents become able to feel the magic winding through their surroundings. Whatever their origin, these Sorcerers excel at manipulating and utilizing the magic around them, regardless of its source.

Magical Awareness

At 1st level you become aware of the currents of magic around you. You can cast Detect Magic at will, without using a spell slot. Starting at 10th level you are always under the effects of Detect Magic, unless you choose not to be. This effect does not require concentration.

Living Energy

Starting at 1st level your connection to the magic already present in nature allows you to cast spells most sorcerers couldn't. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you may choose the new spell from the sorcerer spell list or the druid spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, when you cast sorcerer spells you can allow some of the character of the energy drawn from your surroundings to alter your spells. When you cast a damaging spell you can choose to alter its damage type depending on which of the following environments you are in:

Terrain Damage Type Arctic Cold Coast Bludgeoning Desert Fire Forest Radiant Grassland Slashing Mountain Thunder Open Water Lightning Swamp Necrotic Underdark Poison Urban Psychic

Arcane Conduit

Starting at 6th level your natural feeling for the composition of magic lets you quickly locate and exploit its weak points. You learn either Counterspell or Dispel Magic (whichever you choose does not count against your known Sorcerer spells) . When you successfully dispel a magical effect or spell using either spell, you can absorb the dispersed energy, gaining sorcery points equal to half the level of the spell or effect dispelled.

Additionally, your pool of sorcery points has a greater capacity than normal. Increase your maximum sorcery points by a fourth of your sorcerer level. This extra capacity can only be filled by sorcery points gained through use of this class feature or Arcane Symbiosis. These points are lost when you take a long rest and do not refill after its completion.

Impose Metamagic

At 14th level you are able to alter the magical compositions of others just as your own. As a reaction, when a spell of a level that you are able to cast is cast within 60 ft of you, you may apply a metamagic effect to it as if you had cast the spell.

If this feature is used to affect the spell of an unwilling creature, you must add half the affected spell's level (rounded up; cantrips cost one) in sorcery points to the cost of the metamagic effect. When used in this way, Careful Spell costs a number of sorcery points equal to half the level of the spell affected for each targeted creature.

Arcane Symbiosis

At 18th level, you are so well attuned to the magic surrounding you that, as an action, you are able to enter into a state of perfect symbiosis with it, drawing from and replenishing it in the same motion. While in this state you can apply up to two different metamagics to a spell cast (Empowered Spell can be applied as a third), and when you expend five or more sorcery points in one turn you may regain two sorcery points at the start of your next turn. This state lasts for one minute, and cannot be entered again until you complete a long rest.