Sorcerer
Base Class: Sorcerer

All Sorcerers are born with magic in their blood, but some forsake the development of their bloodline to seek a knowledge of the arcane that defies the limits of the magical world. As an Arcanist you seek to discover the mysterious laws of magic and through your will and expertise bend those forces to your whims. You focus your studies to discover arcane arts before unknown to you sorcerous kin. The secrets of arcane lore whisper through your bones. With your audacity comes unfettered arcane exploits that will lead you to an even greater power than your contemporaries could possibly imagine.

Arcane Insight

Beginning at the 1st level your devotion to unraveling the mysteries of the arcane drives you to pursue magic. You gain expertise in Arcana and Investigation. 

This replaces the sorcerous origin a Sorcerer gains at the first level.

Arcane Prowess

At the 3rd level you gain Arcane Prowess as a bonus Metamagic option. Spend 1 sorcery point to increase the level of a spell by 1 or its save DC by 2.

Arcane Sensitiviy

At the 10th level your awareness of the arcane allows you to sense magical entities or objects even if they are obscured by magic, terrain or stealth. You can make an Arcana check to pinpoint the exact location of a magical object within 30ft. You can also make an Investigation check to sense the approximate location magical entities within 300ft. 

Arcane Exploits

At the 6th level you gain access to a number of magical feats that bend the laws of natural magic. You gain one arcane exploit at the 6th level and an additional exploit at the 12th and 18th levels. You can perform a total number of exploits equal to your charisma modifier per long rest.

Arcane Exploits replace the sorcerous origin feature the Sorcerer gains at the 6th level.

Arcane Exploits:

Arcane Amplification

Once per encounter you may use 2 Metamagic options on a spell. This ability costs 2 sorcery points in addition to the Metamagic option costs.

Arcane Ataraxia

Your mind becomes a paragon of arcane serenity. You can attempt to maintain a second concentration spell for up to one minute. Upon casting the second spell you spend a number of sorcery points equal to the combined spells' level and make a concentration check equal to 10 + the combined level of both spells. If you fail the check then the second spell fizzles. You make the same concentration check at the beginning of your turn each round while you are maintaining both spells. If you fail a concentration check both spells are lost. If you use this exploit outside of combat you can maintain your concentration for up to ten minutes.

Arcane Contigency

You are able to use raw magical energy at will to shield yourself from harm. You can spend all your sorcery points (minimum 1) as a reaction to instantly cast Otiluke's Resilient Sphere on yourself without using a spell slot. You can use this ability once per long rest.

Arcane Domination

You are able to take control of single target spells that target you. As a reaction you can make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. Upon success you spend a number of sorcery points equal to the spell's level and can redirect the spell at any target you can see. Upon failure the spell effects you as normal and you spend a number of sorcery points equal to half the spell's level rounded down (minimum 1). When redirecting a spell that requires the target to make a saving throw, you use your own spell DC.

Arcane Inspiration

You are able to assimilate a spell's magical energy into your own. You gain Counterspell as a bonus known spell that does not count against your maximum number of spells known. If you already know Counterspell, you can replace it with another spell under the normal restrictions. Upon a successful Counterspell you gain sorcery points equal to half the spell's level rounded down (minimum 1). You cannot cast Counterspell  in a spell slot higher than level 3 when using this exploit. 

Arcane Lance

You are able to concentrate your magic into a torrent of force. As an action you can spend 2 sorcery points to launch a magical barrage at a point of your choosing at a range of up to 60ft that effects a 5ft radius. You deal force damage equal to 5d8 + your charisma modifier with this ability. This damage increases by 1d8 at the 10th, 14th and 18th levels. Creatures effected by the spell may make a charisma saving throw against your spell DC to take half damage.

Arcane Regeneration

You are capable of consuming raw magic to restore your vitality. When you are effected by a spell you may attempt to absorb the spell as a reaction. Make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. Upon success you spend a number of sorcery points equal to the spell's level and gain a number of hitpoints equal to 1d6 X the spell's level. Upon failure the spell effects you as normal and you spend a number of sorcery points equal to half the spell's level rounded down (minimum 1).

Arcane Slide

You are able to slide through dimensional space at your whim. You spend 2 sorcery points and cast the spell Dimension Door without consuming a spell slot, but with the following differences: You can teleport up to twice your base walking speed. You can use this exploit as a movement or bonus action during your turn. When you use Arcane Slide you do not provoke attacks of opportunity. If you teleport another creature with you, the cost of Arcane Slide is doubled.

Arcane Adept

At the 14th level your magical intuition evolves into instinct. Once per long rest you gain one additional use of your normal Arcane Exploits. You can cast this bonus exploit in two ways:

If it is an exploit you know you can cast it for half the normal sorcery points.

If it is an exploit you don't know you can cast it for double the normal sorcery points. You are reduced to 1 hitpoint when using Arcane Contingency in this way.

Arcane Adept replaces the sorcerous origin feature the Sorcerer gains at the 14th level.

Arcanus Ultima

At the 18th level your mastery of the Arcane arts is unrivaled. Your expertise and will increase the effectiveness of one of your exploits beyond its limits. This becomes your Signature Arcane Exploit.

In addition you regain your uses of Arcane Exploits and Arcane Adept after a short rest.

Arcanus Ultima replaces the sorcerous origin feature the Sorcerer gains at the 18th level.

Signature Arcane Exploits:

Artful Arcane Slide

The base cost of your Arcane Slide is reduced by 1 sorcery point. You can use Arcane Slide as a reaction.

Brilliant Arcane Inspiration

You gain advantage when using your spellcasting ability to make the ability check for Arcane Inspiration.

Empowered Arcane Lance

You deal double the normal damage with your Arcane Lance. The cost of Arcane Lance increases by 1 sorcery point.

Expert Arcane Contingency

You no longer spend any sorcery points when using Arcane Contingency.

Focused Arcane Ataraxia

You use charisma  instead of constitution when making concentration checks while using Arcane Ataraxia. 

Limitless Arcane Amplification

You can use 4 Metamagic options when using Arcane Amplification.

Major Arcane Regeneration

You gain twice the normal hitpoints from Arcane Regeneration.

Supreme Arcane Domination

When using Arcane Domination you can choose to save the spell for later use instead of immediately redirecting it. You can then unleash the spell at a time of your choosing as a bonus action. You can only store one spell in this way at a time. You forget the spell after a long rest.

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