Sorcerer
Base Class: Sorcerer

The arcane power that flows through you is as old as time and you can control magic as raw as it was in its beginnings. Maybe, one of your ancestors was one of the first creations of a god. Perhaps you held a magic item that belongs to the world’s creation. You might have entered an ancient cave or temple that led you to be exposed to trapped raw magic. Or you peered into the past through divination magic and energy came back within you. No matter how you obtained it, the ancient raw magic dwelling inside you is a vast source of untapped potential that you can control to your advantage.

Magical Rage

Starting when you choose this origin at 1st level, you can enter a state of magical potency in battle. On your turn, you can enter a magical rage as a bonus action.

While magically raging, you gain the following benefits if you aren't wearing armor:

  • You gain a bonus to Constitution saving throws that you make to maintain your concentration on a spell when you take damage equal to your Charisma modifier (minimum of 1).
  • When you make a spell attack using Charisma, you gain a +1 bonus to the damage roll. This bonus increases by +1 at 6th level and again at 11th and 16th level.
  • Ranged attacks against you are made with disadvantage.

Your magical rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't cast a spell since then. You can also end your magical rage on your turn as a bonus action.

You can magically rage 2 times. This increases by 1 at 5th level and again at 11th and 17th level. When you finish a long rest, you regain expended uses.

Last Resort

Starting at 6th level, you can transform your magical rages into additional magical energy. As an action, you can sacrifice one of your magical rages to gain an additional spell slot or sorcery points. If you choose to gain an additional spell slot, its level can’t be higher than half your Sorcerer level rounded down, and you can never gain a spell slot over 5th level. If you choose to gain additional sorcery points, you gain 5 of them. This increases to 6 at 8th level and 7 at 10th level. If you gain sorcery points over your level limit, they become temporary and don’t replenish after a long rest.

After you’ve used this feature to regain a spell slot or sorcery points, you can’t do so again until you finish a long rest.

Ancient Awakening

When you reach 14th level, your magical rage gives you additional benefits:

  • When you enter your magical rage, you can choose to cast Levitate on yourself without expending a spell slot. For you, it does not require concentration and ends along with your magical rage, unless you choose to end it early as a bonus action.
  • You can add your spellcasting modifier to the damage you deal using a sorcerer cantrip.
  • When you use your action to cast a spell, you can also cast a sorcerer cantrip as part of that action.

Old as Time

At 18th level, your ancient source of power allows you to make other creatures experience a small taste of its antiquity. You learn the Time Ravage spell, which doesn’t count against the number of sorcerer spells you know.

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