Base Class: Sorcerer
Your magic descends from the oldest mortal bloodlines to ever wield arcane power. Long before dragons shared their gifts or strange entities altered the fabric of magic, your ancestors shaped the arcane through pure instinct and innate talent. Their legacy flows through your veins, granting you an unparalleled connection to the Weave. While other sorcerers inherit a fragment of power, you carry the original spark.
Level 3: Ancient Bloodline Spells
The ancient magic within you grants spells that are always ready when you reach the Sorcerer levels listed below. These spells don't count against the number of Sorcerer spells you know.
Sorcerer Level, Spells
3rd, Detect Magic, Magic Missile, Shield, Misty Step, Invisibility
5th, Counterspell, Dispel Magic
7th, Banishment, Dimension Door
9th, Bigby's Hand, Telekinesis
Level 3: Ancient Magic Mastery
The magic of your bloodline surpasses that of other sorcerers.
Expanded Metamagic. You learn two additional Metamagic options of your choice. Additionally, you gain 2 bonus Sorcery Points. Once expended, these bonus points can be regained only when you finish a Long Rest, not through Sorcerous Restoration or other means.
Ancient Spellcraft. When you cast a Sorcerer spell of 1st level or higher using a spell slot, you can expend 2 Sorcery Points to increase its effective level by one, to a maximum of 8th level. You gain the benefits of casting the spell at that level, even if you don't have spell slots of that level. You can't use this feature on a spell modified by Twinned Spell.
Careful Spell
Cost: 1 Sorcery Point
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
Distant Spell
Cost: 1 Sorcery Point
When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
Empowered Spell
Cost: 1 Sorcery Point
When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.
You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Extended Spell
Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
Heightened Spell
Cost: 2 Sorcery Points
When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
Quickened Spell
Cost: 2 Sorcery Points
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Seeking Spell
Cost: 1 Sorcery Point
If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Subtle Spell
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
Transmuted Spell
Cost: 1 Sorcery Point
When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
Twinned Spell
Cost: 1 Sorcery Point
When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.
Level 6: Generational Power
The strength of your ancient bloodline empowers every spell you cast.
While your Innate Sorcery feature is active, you add your Charisma modifier to one damage roll of each Sorcerer spell you cast.
Level 14: Greater Ancient Spellcraft
Your command of ancient magic allows you to push spells beyond their natural limits.
When you use your Ancient Spellcraft feature, you can expend 4 Sorcery Points instead of 2 to increase the spell's effective level by 2 rather than 1.
The spell's effective level can't exceed 9th level.
Level 18: Sorcery Perfected
Your connection to your ancestral magic has reached its pinnacle.
The benefits of your Innate Sorcery feature are always active. You no longer need to activate it, and it no longer has a duration.
Additionally, you gain a +1 bonus to Spell attack rolls and your Spell save DC.
Previous Versions
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10/17/2026 4:55:33 AM
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10/17/2026 2:16:34 PM
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