Sorcerer
Base Class: Sorcerer

The path to attain magic is long and arduous. And even once attained, the art of spellcasting is rife with restrictions. But for a lucky few, magic is as easy as drawing breath. Through exposure to arcane power, you posses an innate connection to magic and a natural understanding of all its properties. Perhaps you are descended from an archmage or a long line of wizards. You could have been exposed to a powerfull artifact or undergone magical experimentation. Regardless, you possess power most only dream of.

Arcane Magic

1st-level Arcane Soul feature

You gain one spell from the sorcerer, warlock or wizard spell list. Whenever you gain access to a new level of spell slots in this class, you gain one spell from the Sorcerer, Warlock or Wizard spell list of a level you can cast. These spells counts as a sorcerer spells for you, but  don’t count against the number of sorcerer spells you know. When you gain a sorcerer level you can choose one of the spells you have learned from this feature and replace it with another spell, following the same restrictions.

Mold spells

1st-level Arcane Soul feature

Bending the structure of spells come easily to you. You gain access to one additional metamagic option of your choice. In addition, choose one of the metamagic options you have access to that expends only 1 sorcery point. You can use that metamagic option without sorcery points. You can change which metamagic gains this benefit after a long rest, as long as the new choice expends only 1 sorcery point.

Intrinsic knowledge

6th-level Arcane Soul feature

Your innate understanding allows you to recognize magic at a glance. You gain a bonus to your Arcana checks equal to your charisma modifier.

When you see a spell being cast, if that spell is of a level you can cast, you can use your reaction to expend 1 sorcery point and memorize the spell for 1 minute. While you have the spell in your mind you can cast it with your spell slots as if it were a sorcerer spell.

You can have only one spell memorized at a time. If you try to memorize a new spell, any spell you have already memorized slip from your mind and can no longer be cast.

Magical Soul

14th-level Arcane Soul feature

The strength of your soul defends you from the effects of magic. When a spell has you make a saving throw, you can choose to roll a charisma saving throw against the spells effect instead of the spells normal saving throw.

Arcane domain

18th-level Arcane Soul feature

You create your own personal domain of power. As an action, choose a point within 60 feet. You create 20-foot radius sphere lasts for 1 minute originating from the point you chose. You can then teleport to any space within that area you can see.

Creatures, other than you and any number of creatures you designate when you use this ability, cannot teleport from inside the sphere to a space outside it and if they exit the area must make a charisma saving throw or have their movement reduced by half and be unable to teleport until the begining of their next turn.

In addition, while within the area of your arcane domain, you gain the following benefits:

 - You have a flying speed equal to your walking speed.

- When you cast a spell using a spell slot, that spell is heightened by 1 spell level.

- At the begining of your turn, you can suppress the effect of one spell affecting you until the start of your next turn or until you are no longer inside your arcane domain.

Once you have used this feature you cannot use it again until you finish a long rest.

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