Sorcerer
Base Class: Sorcerer

You are a being infused with arcane power and knowledge. Perhaps you were given life through arcane means, or were the subject of arcane experimentation. Either way, the circumstances of your birth, creation, or life experience have left you brimming with the power and magical secrets of an expert in the arcane.

Arcane Specialty

Your link to the arcane allows you to learn spells from the wizard class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Additionally, you choose a school of magic most studied by the mage whose power flows through you. You learn an additional spell of that school from the wizard spell list, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list that is of the same school of magic.

School Spell
Abjuration Alarm
Conjuration Find Familiar
Divination Identify
Enchantment Hideous Laughter
Evocation Magic Missile
Illusion Illusory Script
Necromancy False Life
Transmutation Longstrider
Abjuration

You learn the Alarm spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.

Conjuration

You learn the Find Familiar spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.

Divination

You learn the Identify spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.

Enchantment

You learn the Hideous Laughter spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.

Evocation

You learn the Magic Missile spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.

Illusion

You learn the Illusory Script spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.

Necromancy

You learn the False Life spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.

Transmutation

You learn the Longstrider spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the wizard spell list.

Inherent Knowledge

Arcane knowledge is written into the very fibers of your being. At 1st level you gain proficiency in the Arcana skill, and your proficiency bonus is doubled for any checks you make with it.

Additionally, when a creature within 15 feet of you fails an Arcana check, you can use your reaction to allow them to add a d4 to their roll, potentially changing the outcome. You can use this reaction a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Spell Savant

At 6th level, you can use sorcery points to temporarily gain access to knowledge beyond your typical repertoire.

You can use sorcery points to cast spells from the sorcerer spell list that are not on your list of spells known, are of the same school as your Arcane Specialty, and are of a spell level you can cast. You must spend sorcery points equal to twice the spell’s level to cast them. To cast the spell at a higher level, you must spend sorcery points equal to twice the level of the spell slot you wish to cast it with.

You may cast a spell with this feature a number of times equal to your proficiency bonus per long rest.

Arcane Incarnate

Starting at 14th level, you can embody the essence of an aspect arcane magic. As a bonus action, you can enter this state for 1 minute. For the duration, you can add your Charisma modifier to any spell damage rolls you make, you gain advantage on saving throws against magical effects, and you gain one additional benefit based on your Arcane Specialty detailed in the table below.

This feature ends early if you are incapacitated, reduced to 0 hit points, or if you dismiss it early as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

School Benefit
Abjuration You have resistance against non-magical piercing, slashing, or bludgeoning damage.
Conjuration You can teleport to any unoccupied space within 30 feet of you at the end of your turn.
Divination You can constantly see a few seconds into the future, granting you advantage on all spell attack rolls.
Enchantment Creatures you target with a spell that inflicts a status effect have disadvantage on their saving throws to avoid the effect.
Evocation Your spell damage negates damage resistances.
Illusion Your form becomes difficult to perceive, causing all attack rolls against you to have disadvantage.
Necromancy Once per turn, you gain 1d6 temporary hit points when you deal necrotic damage.
Transmutation You gain a fly speed equal to your walking speed.

Perfected Vessel

You have become the ultimate manifestation of arcane understanding. At 18th level, choose one of the following permanent augmentations to represent your deep connection to arcane magic.

An Eye for Arcana

You have a knack for locating magical secrets. When rolling an Investigation check to locate or interpret information pertaining to the arcane, you can treat any roll of 9 or lower on the d20 as if it were a 10.

Metamagic Expert

Your inherent ability to bend the rules of magic to your will has become second nature. Choose one of your Metamagic options. You can use that option without spending any sorcery points.

The Specialist

Your capacity to retain spell information is unparalleled. Choose 2 spells of the school of your Arcane Specialty from any spell list. They are sorcerer spells for you, and do not count against your number of spells known.

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