Base Class: Sorcerer
This subclass is meant to be a sorcerer who has received power not from their blood but by literally infusing Magic into their blood. The subclass changes the normal charisma casting modifier to constitution as you are injecting yourself with pure magic so the way you control and wield this magic is by resisting the adverse effects and forcing the energy to work for you. As and Artificial magic sorcerer you have the advantage of using some of your magic supply to gain extra spells or spell slots in combat even ones higher than your normal casting level, though do be warned the actions you take are not without consequence if you are unable to resist the affects of the artificial magic it could be detrimental. As part of the subclass a sorcerer must take an amount of Arcaneum in Milliliters equal to the amount of spell energy and slots that the sorcerer can cast, for example if you have 2 level one slots and 1 level two slot then you need to take 3 milliliters. Additionally to fuel the bottoms up perk a Sorcerer gets an inhaler form that holds far more milliliters in Arcaneum gas.
Bottoms up
As a bonus action during combat and artificial magic sorcerer may use up to nine units of their distilled magic element Arcaneum or otherwise. If the sorcerer uses this action to regain either a) more than one spell slot or b) a spell slot that is too high for the player to cast at their current level, then the player must make a constitution saving throw. The following effects apply to this role: if the player rolls a score of 15 or higher the player has no effect take place, If the player rolls between a 10 and 14 the player still gains the effects of using the bonus action but is paralyzed until the end of their next turn, If the player rolls between a 5 and a 9 the player looses the effects of this action and is paralyzed until the end of their next turn, if the player rolls between a 2 and a 4 then the player receives the same conditions as rolling a 5 to a 9 and are poisoned for 3 rounds, if the player rolls a natural one they take 1d6 damage of each fire, lightning, Acid, and cold damage, they lose the effects of this action and are paralyzed until the end of their next turn. If you take more then double the daily dose of Arcaneum in one day than there will be side effects. you will roll a d20 and a table will determine the side effect. If a spell is cast past the spell level you can cast you may choose from either Cone of Cold, Fireball, Lightning Bolt, or Vitriolic sphere at a maximum of ninth level.
Type Specialist
You have gained a greater control of your powers and now can use more power more efficiently. You gain plus one to your constitution score, and the choice to add your constitution modifier to all Fire, Cold, Acid, or Lightning damage. This can be changed once per long rest.
Iron Stomach
After so long using Arcaneum you have become even better at fighting its effects. You now have advantage on CON saves against the effects of Arcaneum. You may also add your CON modifier to all spells that do Fire, Cold, Acid, or Lightning damage.
Arcane Addict
Due to the constant use of Arcaneum you have been able to get the best of the effects and minimize the worst of them. You gain plus one to your CON stat, you can also use Arcaneum to cast spells above 9th level, you can cast the four spells you get in the first feature. If you use double the daily dose of Arcaneum you may cast all four spells at once at their base level.
Previous Versions
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10/3/2023 8:41:28 PM
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Coming Soon
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