Sorcerer
Base Class: Sorcerer

Credit to User NemesisKane for original subclass
Certain practitioners of arcane magic become so powerful that their powers become ingrained in their being, and this power can be passed on to their progeny. It is not unheard of that direct descendant of accomplished arcane spellcasters can manifest a form of ancestral magic, in some cases several generations down the line. Perhaps you are descended from one such master of the arcane, or even from a family with a long history of arcane proficiency. Or maybe you were simply born under auspicious circumstances and was granted your powers through other mystical forces at play.

 

Ancestral Knowledge

At 1st level, your drive to unlock the secrets of your heritage yields its first findings. You are proficient with the Arcana skill, you can learn an additional language of your choice, and you gain the ability to cast find familiar once per long rest and as a ritual. 
Also, you can manifest powers beyond most sorcerers. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Arcane Aspect

At 6th level, your studies unlock a deeper understanding of arcane magic and now you can pick a specific school of magic to specialize in and gain bonuses based upon which school you pick. You become an aspect of whatever school of magic you choose.

Abjuration

you can use 3 Metamagic points to use an action to raise the AC of you or a friendly ally by 2 for a single hour. This Metamagic cannot be stacked.

Conjuration

You gain a special familiar that gives you certain buffs. its HP is determined as your sorcerer level + your charisma modifier. What your special familiar is is between you and your DM to decide but the warlock special familiars are open as well as most small or tiny magical creatures. you can heal this creature by using your metamagic points 1 metamagic point spent = 1 HP healed to your Familiar.

Divination

you can spend 4 Metamagic points to roll a dice till the next dawn you can use this roll to replace any roll you make, This has to be done before the dice roll is determined.

Enchantment

You can spend 2 metamagic points, and the spell save DC of a specific spell cast will increase by 1 you can do this a maximum of 3 times per spell.

Evocation

Evocation - You can choose to spend 2 metamagic points to make one Damage die in an evocation spell do max damage this can be done with every damage dice. It must be done BEFORE any saves or rolls to hit are made for the spell.

Illusion

you can spend 2 metamagic points to cast an illusion spell simultaneously with another illusion spell this can be stacked up to three times and each spell holds the same concentration.

Necromancy

you can spend 2 metamagic points to reassert dominance over 1 CR worth of undead creatures. Additionally, undead gain bonus HP equal to your spellcasting modifier and have an attack bonus equal to your CHA modifier.

Transmutation

you can spend 3 metamagic points to increase the magical attack modifier of a weapon or arcane focus by +1 for 1 hour this can be stacked until the magical attack modifier of the weapon or arcane focus is +3. all attacks made with this weapon are considered doing magical damage.

Arcane Prodigy

At 14th level, your understanding of arcane magic is unmatched you can now call upon more powers of the Arcane to aid you in your struggles. You can pick 3 spells of level 7 and below from your extended spell list ability and you can know these spells as sorcerer spells they do not count towards your known spells. You also gain expertise in the Arcana skill.

Arcane Apotheosis

At 18th level, you start realizing your full potential as an arcane caster. Through studying the effects of your manipulation of magic, you have unlocked the ability to convert Sorcery Points into higher-level Spell Slots. You can create a 6th level Slot for 9 Sorcery Points, and a 7th level Slot for 11 Sorcery Points. This also extends your capability as a conduit for magic items, and now allows you to empower the spell you cast through a magic item as if you were casting it at a higher level by expending a number of sorcery points corresponding to the spell level you wish to cast the spell at.

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2020 6:36:08 AM
6
0
1.2
Coming Soon
6/14/2020 6:42:07 AM
7
0
--
Coming Soon
6/14/2020 4:57:46 PM
4
0
--
Coming Soon
6/14/2020 4:59:50 PM
2
0
--
Coming Soon
6/14/2020 5:58:04 PM
1
0
--
Coming Soon
6/14/2020 7:11:28 PM
201
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes