Base Class: Sorcerer
The magic that flows through you is ancient. It goes back to the world’s genesis, at a time where magic was pure and unadulterated. Because of that, your spells are much more potent. In fact, magic becomes a very integral part of your being. You are aware at all time of the flow of magic and of the things that emit such an aura.
How you became like this is a mystery. Maybe you are part of a family that was very careful about who would past down the legacy as to not dilute the potency of your bloodline. Maybe you were in contact with an artifact of a bygone age that changed you. Maybe you met a primordial creature that blessed you with a very unique gift.
Higher Potency
At 1st level, your attunement to magic is so strong that the spells you cast are much harder to resist. Your spell save DC becomes 9 + your CHA modifier + your proficiency bonus. At later levels, it goes even higher. At level 6, it becomes 10 + CHA modifier + proficiency bonus. At level 14, it becomes 11 + CHA modifier + proficiency bonus. At level 18, it becomes 12 + CHA modifer + proficiency bonus.
Arcane Sense
At level 1, magic resonates around you. Like sixth sense, you can feel the energies around a person or item. You learn the spell Detect Magic, which you can cast at will. The casting time is cut from 1 minute to 1 action. You do not need material components.
Spell Revitalization
Starting at level 6, you can use some of the energy you channel for your spell to recover from your wounds.
When you use sorcery points to cast a spell of 1st level or higher with a metamagic option, you recover a number of hit points equal to the spell’s level + the number of sorcery points you used.
Arcane Adaptability
At level 14, you are able to channel magic to cast spells that would normally be unavailable to you. You can cast spell from spell scroll, even if the spell doesn’t appear in the sorcerer spell list. The level requirements and any other condition still apply.
Arcane Unmaking
At level 18, you can temporarily snuff out the magical energies trapped in a magic item.
As an action, you can target a creature within 30 feet that you can see that is carrying or wearing a magic item. By spending 5 sorcery points, you can attempt to turn this creature’s magic items into mundane non-magical items. Roll a spellcasting check for each items. If you fail, the items retains its magical properties. If you succeed, the item is no longer magical for 1 minute. This ability doesn’t work on Artifacts. Refer to the table below to determine the DC.
|
Rarity of the Magic Item |
DC |
|
Common |
10 |
|
Uncommon |
12 |
|
Rare |
15 |
|
Very Rare |
18 |
|
Legendary |
20 |
|
Artifact |
Doesn’t work |
After you use this feature, you must wait until you finish a long rest to use it again.
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