Sorcerer
Base Class: Sorcerer

Bloodline of Ancients

"Maybe the Forgotten magics were never meant to remembered."

- Cornelius Wick, Grand Scribe of Whitespire

There is little known about the people responsible for the countless ancient ruins across all of Val Celes; not even their name. As such, they are simply referred to as the Forgotten. What is not forgotten though is the legacy they've left behind: the countless magical artifacts and ruins that they've left behind. It is said that they have powerful connections with magic items and had the ability to manipulate them at will. 

An Affinity for Artifacts

Forgotten Soul Sorcerers are innately drawn to magical items and develop a sense of familiarity with them without necessarily understanding their exact nature. Where a Wizard may get to know the inner machinations of a magical item by thoroughly studying it, a Forgotten Soul may be able to intuit it's nature instead. You may want to consult with your GM on how common or uncommon magical items will be a campaign as this subclass relies heavily on them.

As a Forgotten Soul Sorcerer, you possess within you the strong spirit of one of those who lived in that time. Your affinity for their magic and artifacts goes beyond simple familiarity: You are able to exert your will upon them directly. 

Forgotten Soul Features

Sorcerer Level Feature
1st Memories from a Different Time, A Knack for Trinkets
6th Arcane Tampering, Overload
14th Reverse Imprint
18th Awakened Aether Form

Memories from a Different Time

Although you've never formally trained in the discipline, your knowledge in specific subject matters can rival that of experts. As time goes on, more knowledge comes to mind as if you were remembering lessons taught from long ago. At 1st level, you awaken with abilities you have no recollection of training in. You choose to gain proficiency in History, Arcana, or choose to learn a new language of your choice. You may choose one more from the list at 6th and 14th levels.

Arcana

You gain proficiency in the Arcana skill.

History

You gain proficiency in the History skill.

Language

You become proficient in a language of your choice.

A Knack for Trinkets

At 1st level, your ability to deal with magical items is uncanny. Whenever you make a check with regards to magical items, whether they be attempting to activate them or avoiding their effects, you roll with advantage. You may use this ability three times at 1st level between long rests. At 6th and 14th levels, you gain an additional use of this feature.

Arcane Tampering

At 6th level, you've become familiar enough with magical artifacts that you've figured out how to modify some of their properties.

  • You can choose to expend Sorcery points in order to override the spell effects of a magical item with one from your list of known spells and cantrips. The Sorcery points required is equal to the level of the spell.
  • You can expend the required Sorcery points to imbue a metamagic effect you know onto a magical item as if you were casting that spell. If imbued outside of combat, only the first spell instance is affected by metamagic.

Overload

At 6th level, you've learned how to make a magical item malfunction in spectacular ways. You may expend a Sorcery point to turn a magical item in your possession into a trap by forcing it to malfunction and trigger an explosion when used. Anyone who attempts to use the magical item triggers the trap and must make a Dexterity saving throw.

On a failed save, the user of the item takes 3d6 force damage and is blinded until their next turn. On a successful save, the user only takes half that damage.

After the trap is triggered, the magical item will no longer function.

When you use this ability, you may expend an additional 2 Sorcery points to increase the force damage by 1d6.

Reverse Imprint

At 14th level, you can learn the ability to temporarily learn spells from magical items you encounter. When in your possession, you can temporarily affix the spell from a magical item to your memory for later use as long as you have the required spell slot for it.

The process takes 1 hour for every level of the spell you want to learn this way and expends 1 Sorcery point for each level of the spell. You are able to keep the spell's effects in your mind for up to a week. You cannot keep more than one spell in your memory this way. When you already have a spell affixed to memory, learning a new spell will replace the old one.

Awakened Aether Form

At 18th level, you are able to tap into a form that fully utilizes your affinity with magical items. You may use your action to expend 6 Sorcery points and awaken your Awakened Aether Form.

In this state, the aether lines on your body begin to glow. You are also able to see these same lines glow on other objects and people. This allows you to detect and identify magical items within 60 feet of you.

You are also able to remotely trigger these items within 20 feet as if they were in your possession. You may also use your Overload ability on these items. But the point of origin of these items' spells will be its physical location.

Your metamagic abilities have their Sorcery points cost reduced by 1 to a minimum of 1.

This awakened form lasts up to 1 minute or you can use a bonus action to exit this form. You may not enter this form again until after a long rest.

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