Base Class: Wizard
You have studied Sorcerers or Magical beings and learned how to infuse your own blood with magic and use magic as a natural part of your body instead of only complex formulas and calculations.
Artificial Bloodline
You have studied sorcerers or magical beast and learned how magic suffuse their being. Choose a Sorcerer subclass and infuse yourself with their kind of magic. Choose a sorcerer original and infuse yourself with their bloodline.
Beginning when you select this tradition at 2nd level, you gain your chosen sorcerers origin 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain.
Further whenever you gain a wizard level, you can replace one of the wizards spells you add to your spell book with a sorcerer’s origin domain spell (if the origin provides domain spells) for your chosen domain. The spell must be of a level for which you have spell slots.
Bonus Cantrip
You study of the inherent magic in magical creatures has taught you how to apply your magic easier.
On second level you learn one cantrip from the Sorcerers list. They count as Wizards cantrip for you and don't count against your normal cantrips.
Meta Magic
At 6th level, you gain the ability to twist your spells to suit your needs. You gain two of the Metamagic options of your choice from the sorcerer list.
Further you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
- Sorcery Points. You have 1 sorcery point, and you gain more as you reach higher levels, equals your Wizard level divided by two rounded up. You can never have more sorcery points than the maximum for your level. You regain all spent sorcery points when you finish a long rest.
- Sorcerers Recovery. When using your Arcane Recovery feature you can spend your recovery on spell slots and sorcery points.
| Creating Sorcery Points | |
|---|---|
| Spell Slot Level | Sorcery Point Cost |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
Awoken Bloodline
Your body has been changed by the magic in it and you start to see changes in your body.
At 10th level, you gain your chosen sorcerers origin 6th-level benefits.
Master Sorcerer
At 14th level, the combination of your changed body and your academic understanding has helped you to reach similar control then a born sorcerer would. You gain the 14th-level feature of your chosen Sorcerers origin.
Further you gain an additional Metamagic option of your choice from the sorcerer class.
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Posted Dec 30, 2020I was surprised when i searched for this but did not find it. I really liked the mechancial concept of the theurgy mage, but i don't like clerics. If you ever read mageborn that is how i see gods and their clerics. They pretend to care, but see them as throw away tools, while letting them shower them in their praise.
Thus I had the idea why not merge the arcane spell casters. First i wanted to make a sorcerer that learns a wizard sub class and i will probably try that next, but as Wizard is my favorit class in every game I first wanted to try the reverse.
I wanted to keep the wording as vague as possible that it works with future sorcerers origin, but i think at least celestial needs the additional input that after second level i would argue you can learn one cleric spell per wizard level, which is extremly strong, but the Sorcerer gets it as well and the cleric himself is a prepared spell caster so he can switch his spells also. So theoratically should not be completly broken, but getting magic wepon and spirit guarians from the cleric list is really really good....