Base Class: Sorcerer
Your magic is not inherited, gifted, or awakened by chance.
It is taken.
Arcane Devourers can drain the power from magical items, storing fragments of those effects within themselves and releasing them later. Each act of consumption grants power, but at the permanent cost of something once magical.
Arcane Consumption
Starting at 1st level, you can permanently drain the magic from a magical item, absorbing its power into your body.
As an action, you touch one magical item and consume its magic.
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The item becomes nonmagical and permanently useless
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Consumable items (such as potions or scrolls) are destroyed
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Artifacts cannot be consumed
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Sentient magic items may resist (DM’s discretion)
When you consume an item, choose one magical effect the item possesses. You gain Arcane Charges for that effect equal to:
[roll]1d4[/roll] + your Charisma modifier (minimum of 1)
Arcane Charges are tied to the specific effect absorbed and cannot be transferred between effects.
You can use this feature once per long rest.
You can store a limited number of absorbed effects at one time. If you would exceed this limit, you must immediately choose one stored effect to lose.
Each stored effect tracks its own Arcane Charges.
Storage Progression
| Sorcerer Level | Maximum Stored Effects | Charge Die |
|---|---|---|
| 1st | 3 | d4 |
| 3rd | 4 | d6 |
| 5th | 5 | d6 |
| 7th | 6 | d8 |
| 9th | 7 | d8 |
| 11th | 8 | d10 |
| 13th | 9 | d10 |
| 15th | 10 | d12 |
| 17th | 11 | d12 |
The listed die replaces the d4 used when generating Arcane Charges.
Unused Arcane Charges expire after 7 days.
Using Arcane Charges
You can expend Arcane Charges to recreate the absorbed effect.
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If the effect replicates a spell, it costs a number of charges equal to the spell’s level
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If the effect is non-spell (such as a bonus to AC or damage), the DM determines a cost between 1 and 3 charges
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Charisma is your spellcasting ability for any recreated spell
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The action required matches the original effect
You cannot recreate legendary or artifact effects until 14th level.
Devourer’s Sense
You instinctively feel nearby magical power.
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You can detect the presence of magic items within 30 ft, but not their exact nature
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You can tell if an item is weak (common/uncommon) or strong (rare+)
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This is always on and does not require concentration
Arcane Overflow
Your body struggles to contain the magic you steal.
When you expend Arcane Charges, you can push the effect beyond its normal limits.
When you recreate an absorbed effect, you may spend 1 additional Arcane Charge to gain one of the following benefits:
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Increase the spell save DC by +1
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Gain advantage on one attack roll made as part of the effect
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Increase the effect’s duration by 50%, if applicable
After using this feature, you must succeed on a Constitution saving throw
(DC = 10 + total Arcane Charges spent) or gain one level of exhaustion.
Spell Reconstitution
You can reshape absorbed magic into forms you never directly consumed.
As a bonus action, you may spend 5 Arcane Charges from a single stored effect to cast a spell of up to 3rd level from any class’s spell list, provided that:
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You have previously absorbed a spell of that level or higher
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The spell is not of a higher rarity than the original item consumed
This spell does not require material components unless they are consumed by the spell.
You can use this feature once per long rest.
Living Arcane Reliquary
our body becomes a true vessel of stolen magic.
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Your maximum number of stored effects increases by 2
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When you finish a long rest, you regain 1 Arcane Charge for up to three stored effects (maximum of one charge per effect)
Additionally, when you consume a magic item, you may choose to immediately use the absorbed effect without expending Arcane Charges.
If you do so, roll once on the Wild Magic Surge table after the effect resolves.
Previous Versions
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2/12/2026 5:17:54 PM
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Coming Soon
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