Base Class: Sorcerer
Perhaps an immensely magical being sired children with one of your forebearers, or a violent outburst of magic washed over you and re-wote the very fabric of your existence, or the chaos of the universe aligned in one perfect moment to create a focal point of arcane energies - whatever the case, you are a source and wellspring of pure unadulterated arcane power. This tie to the arcane is so intrinsic to your existence it manifests almost as an additional sense - the power within you changing the way you interact with the universe you inhabit. The energy in you allows you to cast more spells with more proficiency than other innate spells casters due to the fact that your arcane energy is constantly being renewed by your direct connection to magic.
Magical Insight
Your tie to the arcane gives you unusual intuitive understanding of magics. You gain proficiency in Arcana.
Arcane Facility
All arcane magic comes from arcane energy - something you are intimately familiar with. Arcane discipline doesn't matter much to you, if it's arcane you can learn it.
At 1st level, gain one (1) cantrip from the Bard, Sorcerer, Warlock or Wizard Spell Lists. At levels 5, 9, 13 and 17 gain one (1) additional cantrip from these lists. These do not count against your number of cantrips known.
These spells count as Sorcerer spells for the sake of calculating spell DC, spell Attack and Damage.
01st Level
Gain additional cantrip.
05th Level
Gain additional cantrip.
09th Level
Gain additional cantrip.
13th Level
Gain additional cantrip.
17th Level
Gain additional cantrip.
Material Layline
Your existence is two-fold: one part a point where magic is manipulated an conjured, and another as a hotspot for magical energy constantly threatening to burst forth - you are a direct conduit for magic to manifest.
Starting at 6th level, when you cast a spell using a spell slot, recover sorcery points equal to 1/2 the spell slot level (rounded down, minimum 1). You can only recover up to your maximum amount of sorcery points (as detailed in the Sorcerer table), any additional points are lost.
Sight of Arcane
You learn the true seeing and detect magic spells, but they don't count against your number of sorcerer spells known. You may replace these spells if they are already on your spells known list, but you cannot replace them if they only exist outside the list. Casting detect magic does not cost a spell slot, but true seeing still does.
Life of Arcane
As you have come to better understand your unique existence, you find that, for you, arcane energy and life energy are one and the same.
Starting at 18th level, as a bonus action you can exchange HP for sorcery points or sorcery points for HP at the rate of 15 hp / 1 sp. There is no limit as to how many sorcery points worth of exchange you can do besides your maximum limit of sorcery points (any points beyond the maximum are lost).
However, this conversion puts heavy strain on your physical body - for every one (1) sorcery point of value exchanged you must make a death saving throw. Failures on this save cannot be mitigated with healing and last until you finish a long rest. If use of this feature results in a third failed saving throw, you may finish your turn before falling dead. Death by result of this feature takes priority over any actions or reactions to stop your death or to resuscitate your character. Normal death saving throw penalties still exist (like rolling a 1 counting as 2 failures). Beyond the previously stated caveat on preventing death, standard death rules apply.
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