Sorcerer
Base Class: Sorcerer

You are saturated with arcane power, granting you an inherent talent for the manipulation of magic. You may be descended from powerful wizards, archmages whose arcane mastery was so great it became infused into their bloodline, or you may have somehow become entangled with the Weave. Regardless, you are the envy of wizards and sorcerers alike.

Arcanist Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Arcanist Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the wizard spell list.

Arcanist Spells
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Level  Spells
1          detect magic, magic missile
3          levitate, enhance ability
5          dispel magic, counterspell
7          arcane eye, banishment
9          scrying, telepathic bond

Arcane Reservoir

At 1st level, as an action, you can draw from the deep well of arcane energy within you, allowing you to recover expended spell slots. The spell slots can have a combined level that is equal to or less than one-third of your sorcerer level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 6th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You must complete a long rest before you can use this feature again.

Arcane Surge

Starting at 1st level, you can flood arcane power into a single spell, taking it to its full potential. Once when you make a damage roll with a spell of 1st level or higher, you can deal maximum damage, instead of rolling. You cannot use this feature again until you complete a long rest.

Metamagic Savant

At 6th level, you develop into a prodigy in the manipulation of spells. You gain the Metamagic Adept feat (along with all the effects of that feat) with an additional effect of: you are no longer limited to using one Metamagic option per spell.

Consume Spell

At 14th level, you are able to steal the arcane energy from a caster's spell and use it for yourself. When you cast counterspell or dispel magic on a spell, and the target spell fails, you gain a number of sorcery points equal to the level of the spell you countered or dispelled, up to your maximum.

Please note, this will not work on familiars, conjure or summon spells which are friendly or neutral to you. This includes if you or a party member casts those types of spells.

Arcane Apotheosis

At 18th level, you call powerful magic from deep in your bloodline's history. You can spend 10 sorcery points to cast a spell of 8th level or lower from the wizard or sorcerer spell list, with its normal casting time and components, even if it is not one of your spells known. You cannot use this feature again until you complete a long rest.

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