Sorcerer
Base Class: Sorcerer

You were once a well studied wizard of great renown. That was of course before the accident. Ever since that day, your knowledge of the arcane has been fleeting at best. There are occasional glimpses at the things you once knew. Of course everyone else expects you to still be a great wizard and you certainly try your hardest to keep their belief alive. 

You may work with your DM to define the events surrounding your accident or you may roll on the Amnesia Origin table below. Alternatively, you can leave it up to your DM to have that knowledge and let it remain a mystery to you.

Amnestic Origins

D6

Origin

1

A mind flayer successfully stole your magical knowledge and left you for dead. 

2

You suffered a traumatic head injury, likely a falling stone in the lair of a beholder.

3

In an act of sacrifice, you broke your Staff of Power over your knee in an attempt to prevent your nemesis from completing their goal. In the aftermath you laid unconscious for days until you were eventually rescued. When you awoke, your knowledge of the arcane was seemingly gone. 

4

A plague left your body broken and bedridden. When your fever finally broke, so did your mastery of magic. 

5

A bizarre arcane experiment left your mind in a state that refuses to accept your discovery. It was so profound that instead your mind convinced you that you no longer understood magic. 

6

The god of magic was fearful of the knowledge you were gaining and intervened to prevent your likely ascension to their seat of power.

Remembered Knowledge

1st-level Amnestic Wizard feature

Learn two spells from the wizard spell list. These spells do not count against the number of spells known. Whenever you gain a sorcerer level, you can replace a spell you gained from this feature with another wizard spell of a level you can cast. You learn two additional spells from the wizard class when you reach 14th level in this class. 

Arcane Instincts

6th-level Amnestic Wizard feature

When you make an arcana check to identify the nature of arcane phenomena (spells, objects, arcane traps, etc) you instinctively know the effects of the magic used. Make the arcana check with advantage.

Cantrip Manipulation

6th-level Amnestic Wizard feature

You have been able to recall more of your early wizard life and the many cantrips you knew. Drawing on those memories allow you to focus on new cantrips each day. Whenever you finish a long rest and consult those memories from your past, you can replace one sorcerer cantrip you know with another cantrip from the sorcerer spell list.

Remembered Knowledge

14th-level Amnestic Wizard feature

Learn two spells from the wizard spell list. These spells do not count against the number of spells known. Whenever you gain a sorcerer level, you can replace the spell you gained from this feature with another wizard spell of a level you can cast.

Of Dual Minds

18th-level Amnestic Wizard feature

For a singular moment, you can call upon your previous skill as a wizard. As an action, you can manifest your knowledge to improve your spell casting. You may add your intelligence modifier (minimum 1) to your spell save DC, your spell casting modifier, and your spell attack bonus. This effect lasts for 1 minute. When this effect ends, you suffer one level of exhaustion.

Once you use this feature, you can’t use it again until you finish a long rest.