Base Class: Sorcerer
Arcanum Reapers can feel the flow of the weave around them more acutely than others. They're able to subtly influence it and adjust it - like tuning an instrument - or manipulate it and control a fraction of it - playing the instrument. Sorcerers like this can use the Arcanum they harvest to transform their magic, empower their weapons, or do a combination of both; this results in a myriad of Arcanum Reapers that might specialize in weaponry or magic, or be a versatile user of both.
Level 3: Arcana Unlocked
You can learn an expanded variety spells when you reach certain levels in this class, as shown on the Additional Arcana table. Each of these spells counts as a Sorcerer spell for you.
| Sorcerer Level | Spells |
|---|---|
| 1st | hex, wrathful smite, searing smite |
| 3rd | branding smite, spiritual weapon |
| 5th | elemental weapon, spirit shroud, thunder step |
| 7th | elemental bane, fire shield |
| 9th | banishing smite, steel wind strike |
Arcanum Wielding
You learn how to house some Arcanum from the weave within you. When you finish a short rest, you contain 1d4 plus your Charisma Modifier number of stored Arcanum Charges from the weave within your magic. You can have a maximum amount of charges equal to your Charisma Modifier plus your Sorcerer level. These charges last until your next short or long rest. Stored arcanum charges can be used in place of your sorcery points to use metamagic options, but the cost of sorcery points required is doubled (i.e. subtle spell would require 1 sorcery point or 2 stored arcanum charges to use). When you reach the 6th level in this class, the d4 for calculating number of stored arcanum charges you have becomes a d6, and at level 10, it becomes a d8, and at the 14th level, you add your Charisma Modifier twice to calculate the amount of stored arcanum charges you have.
As a bonus action, you can conjure a weapon forged from the arcanum around you. This weapon can take on the form of any existing weapon type and its damage counts as magical for the purposes of overcoming resistances and immunities. You are proficient with this weapon and can choose to use your Charisma modifier in place of your Strength or Dexterity Modifier for the attack and damage rolls. Afterwards, you may as a bonus action, create another one, up to an amount of times equal to half your Proficiency Modifier rounded down. You can only have one Arcanum Weapon active at any time, and it disappears after either 1 minute or if you die.
Level 6: Improved Arcanum Weapon
Your Arcanum Weapon now has a bonus of +1 to its Attack and Damage rolls as long as it has at least one stored arcanum charges. Additionally, whenever you hit a creature with an attack using your arcanum weapon, you can expend up to your Charisma modifier number of stored arcanum charges to apply one effect to your attack:
- 1-2 charges: Your attack does an additional 1d4 damage of type force, radiant, necrotic or psychic for each charge expended. At level 14, you can expend 3 charges, and at level 18 you can expend 4.
- 2 charges: The damage type of your weapon becomes force, radiant, necrotic or psychic.
- 3 charges: Your attack can either push your target back 10 feet, or they must succeed on a strength save against your spellcasting DC or fall prone on a failed save.
- 4 charges: You regain hit points equal to half of the damage done by the attack.
Level 14: Arcanum Aspect
You learn how to expand your arcanum repertoire with different styles of arcanum usage and arcane arts, this stage is what differentiates most Arcanum Reapers from each other, as they decide whether to specialize in one trait or diversify in both. You can choose one from either Weapon Specialization, Arcane Specialization, or Versatile when you reach this level. You can only have one type of Arcanum Aspect, and this selection cannot be changed after your original choice unless by a Major Retrain.
Arcana Specialization
You specialize in manipulating your arcanum to your advantage, and are able to do the following:
- Whenever you cast a spell that uses Enhance Arcanum, it counts as being one level higher for the sake of magic negation/nullification. (i.e., counterspell, dispel magic, and features that work similarly). At level 18 the spell counts as two levels higher for the sake of magic negation/nullification.
- Each time you use metamagic when casting a leveled spell you gain one stored arcanum charge.
Versatile
You're a versatile master of both weaponry and arcana used together, and are able to do the following:
- Whenever you damage or affect a creature with your spells you can mark one creature you targeted with a trace of your arcanum. The first weapon attack you make that hits the same creature harvests 1 stored arcanum charges and the trace is absorbed, you harvest 2 stored arcanum charges instead at level 18.
- When you hit a creature with a weapon attack, the next spell you cast that damages the creature will do an extra 1d12 damage of the spell's type, this dice increases to 1d20 at level 18.
Weapon Specialization
You specialize in arcanum weapons, and are able to do the following:
- You can now expend two stored arcanum charge to make an extra attack when you take the attack action on your current turn. At level 18, your arcanum weapon has a +2 bonus to its attack and damage rolls.
- When you use the attack action, you can replace one of your attacks with the casting of one cantrip. If you cast a cantrip in this way you gain one charge of stored arcanum.
Level 18: Arena of Arcanum
You learn how to fully manifest the power of your arcanum in you and around you. As an action, you can expend 10 stored arcanum charges to invoke an Arena of Arcanum. Your Arena of Arcanum appears as a 10 foot Emanation, and you can give it two of the following properties:
- You gain resistance to two damage types of your choice, as your arcanum acts as a reflective shield to mitigate such energy.
- You gain have advantage on saving throws against magical effects, as your magic helps you fend off other magical attacks.
- Whenever you cast a spell, or make an attack, you can do it as if you were standing at any position within your arena of arcanum, using the magic as a wire between you and that location.
- Once per turn until the end of that turn, you halve the cost of stored arcanum charges you need to expend to use your subclass features (rounded up, minimum of 1), utilizing the surrounding arcanum instead to fuel your abilities.
- You gain temporary hit points equal to your level at the start of each of your turns, as you wreathe the arcanum energy around you to defend you.







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