Base Class: Sorcerer
Powerful creative magic flows through your veins and decorates your skin. Your hands are specially capable of imbuing or influencing the world around you via your wealth of magic. The limits of its use, are only what you can imagine of it.
Level 1: Artistic Flair
Charismatic energy emboldens your spirit and you have an eye for fashion that is functional. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 1: Spells of the Creative
You learn additional spells when you reach certain levels in this class, as shown on the Spells of the Creative Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Illusion or Evocation spell from the Sorcerer, Warlock, or Wizard spell list.
Spells of the Creative
| Sorcerer Level | Spells |
|---|---|
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1st |
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3rd |
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5th |
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7th |
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9th |
Level 6: Imbued Intentions
Your artistic magic has manifested into intricate tattoos of runes and symbols etched into your skin. Starting at 6th level, you use your runic tattoos to enhance and imbue items for a short time. You may choose two spells from your known spell list, each time you take a long rest you may replace the spells imbued in your tattoos from this feature. When you reach certain levels in this class, you may imbue additional spells, as shown in the Imbuing Spells table.
| Sorcerer Level | number of spells |
|---|---|
| 6 | 3 |
| 9 | 4 |
| 12 | 6 |
| 15 | 7 |
As a bonus action, you may imbue an object with a spell chosen from your spell list. To be eligible, the item must be a weapon, suit of armor, shield, a piece of jewelry, or something else that you can where or hold in a hand. The magic is imbued into the item for a minute or until the wielder attempts to use it. The spell is lost after it is used, whether it is effective or not. An object can only be imbued with one spell at a time. The level of spell you are attempting to imbue into an object must be of level 1+, and the spell slot required to cast it is still used when imbuing. The range of an imbued spell is dependent on the range of the spell (for touch), any other ranged spell is automatically max 30 feet.
Level 14: Runic Experience
Starting at 14th level, you've become experienced with imbuing spells and no longer need to be in touch range to imbue an object. The range of your imbued spells has also increased, allowing you to imbue objects at a range of 60 feet.
When imbuing an object, you may either expend a spell slot of the spells level, or expend a number of sorcery points equal to the spells level.
Level 18: Prodigal Mastery
Starting at 18th level, you may alter imbued spells with your meta magic to enhance the spells potency. Consult the Meta Magic table for the sorcery points costs for each type of meta magic. Only one meta magic may embolden a spell at a time.
When an imbued spell successfully hits a target, add your Charisma modifier to one damage roll of that spell. At the same time, you can spend one sorcery point to gain temporary hit points equal to half the damage of the spell, rounded down.







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