Base Class: Sorcerer
An ancient Deity blessed one of your ancestors for his combat prowess. For generations, your ancestors focused on developing discipline and self-control through the practice of martial arts. Now, the new descendants of this heritage focus their efforts on developing and making the most of their newly acquired arcane powers, but without dishonoring the lineage they have held for a long time.
The Arcane Adept uses his abilities flexibly and creatively. Seeking to develop their magic while preserving their traditions. They keep their distance, analyze the situation, and jump into combat at just the right time to help their allies or land a killing blow.
The Arcane Adept Bloodline lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.
- Cantrip: Shillelagh
- level 1 spell: Cure wounds
- Level 2 spell: Lesser Restoration
- Level 3 spell: Spirit Guardians
- Level 4 spell: Fire Shield
- Level 5 spell: Mislead
Martial Caster
Arcane Adepts often train rigorously for several years before discovering their magical arts. After that, they focus on practicing and developing their skills as sorcerers.
- Proficiency : Light armor
- You gain a bonus to your Armor class equal to your Charisma modifier.
- You gain proficiency in Arcana. If you are already proficient with this skill, you gain expertise.
Replica
Starting at Level 1, after taking an action on your turn, you can use a bonus action to [Tooltip Not Found] or cantrip of level 1 or higher, as long as it has Touch or Self range.
You can use this feature a number of times equal to your Sorcerer level. You regain expended uses when a long rest ends
Focused Mind
You learn to focus completely on your target or your surroundings in an almost supernatural way. Starting at level 6, you can spend 1 sorcery point to gain one of these benefits until the start of your next turn if the required conditions are met, including against the triggering attack. You cannot have more than one benefit per round.
- Reprisal: If a creature misses a melee attack against you, you can use your reaction to cast a Touch range cantrip against the creature. You spend one use of Focused Mind each time you react.
- Defensive Behavior: If you have more than half your hit points, you can use dodge as a bonus action.
- Search: If a ranged attack rolled against you fails and you cannot see the attacker, you can use Search as a reaction to find the attacker.
- Visual Contact: If you fail a Charisma saving throws, you can reroll the saving throw, but you must keep the second result.
You can use this trait a number of times equal to your Charisma modifier. Restore expended uses when a short or long rest ends.
Arcane Shield
At 14th level, after casting a spell, you can spend sorcery points equal to the spell's level to gain temporary hit points based on the number of sorcery points spent as a bonus action. If the target of your spells is an ally, those temporary hit points are gained by the ally.
- Temporary Hit Points: +5 per sorcery point spent.
Spell Tamer
At Level 18, you can spend 6 sorcery points and bind yourself to an equipped item of your choice and store a level 5 or lower level spell on that item.
When attached to an equipped item, it becomes attuned to you, becomes slightly shiny, and gains the characteristics of a magic item.You can use an action to speak a command word and cast the spell, as if it were a magic item, after which the item loses all magical properties.
It takes 1 short rest to bind yourself to an item and the attunement lasts until the stored spell is released. Once you use this trait, you must finish a long rest before you can use it again.
Previous Versions
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