Base Class: Sorcerer
When scholars and mages perform magical experiments on living people, sometimes the subject of the experiment gains magical abilities. These sorcerers are wild and unpredictable, having a variety of hidden abilities granted by the experiment.
Arcanist's Blood
When you choose this subclass at 1st level, your blood has been mixed with a special liquid like alchemist's fire or acid. When a creature within 5 feet of you hits you with an attack that deals slashing or piercing damage, you can use your reaction to deal damage to the attacker. The damage equals your charisma modifier. The damage type can be acid, fire, lightning, cold, or poison; you choose the damage type when you gain this feature.
Natural Armor
When you reach 6th level, your experimental magic has evolved to help protect you. Armor plates grow out of your skin, making your AC 13 + your Dexterity modifier. In addition, whenever you cast a spell of 1st level or higher, you gain temporary hit points equal to twice the level of spell slot expended.
Enhanced Vision
At 14th level, your eyes are enhanced by your magic. When you gain this feature, choose one of the following options:
Earthsight
You gain tremorsense out of a range of 30 feet
Shadowsight
You gain darkvision out of a range of 120 feet
Soulsight
You gain truesight out of a range of 10 feet
Spellsight
You can cast Detect Magic at will
Defensive Ward
Beginning at 18th level, you can magically boost the effectiveness of your armor plates. As an action, you can spend 5 sorcery points to gain resistance to all damage except psychic damage for 1 minute.
Previous Versions
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