Base Class: Sorcerer
All sorcerers are metaphysical, with magic in their blood, but some have their blood tainted by the pure essence of the arcane, turning their body into a vessel from which the Weave's energy flows freely. You have such a purely magical force coursing throughout your body, and have been changed by its influence to become an agent of Aan, the Purveyor of the Weave. Will you use this power for study? To experiment for the greater good in the ever-expanding field of magical theory? Or will these experiments breed terror, causing you to recognize the superior being that you are, and wreak havoc upon the continent with your free-flowing power?
As an Arcanist Sorcerer, you decide the eventual dawn of your unbridled power. Was it your birthright, having been born as a planar agent of Aan? Or did an event in your life reshape what you thought was true, and leave you with pure force at your fingertips?
Pure Experimentation
At 1st level, you gain expert knowledge of the inner workings of magic and magical systems, and have opened your mind to a vast array of spellforging. You gain proficiency in Arcana if you don't have it already, and you can double your proficiency bonus in all checks that use it. Also, you can pick your sorcerer spells from the Wizard List of spells, counting as sorcerer spells for you.
Additionally, you can choose to use your bonus action to attempt experimential spellcasting whenever you use your action to cast a damaging spell or spell-like effect. When you do so, choose the cast spell to use as a primary spell. The spell must be a spell that deals Fire, Cold, Lightning, Thunder, Poison, Acid, Psychic, Necrotic, Radiant or Force damage. Once you have chosen a spell, roll a d10. The spell then has an additional damage type corresponding with the listing above. The damage of the spell is unchanged, but rather will be split evenly between the two damage types as accurately as possible. In the case of an uneven distribution, the primary spell's damage type will deal the most damage, followed by the secondary damage type.
At 3rd level, you can fine-tune your experimental spells to have additional effects, whether good or bad. When you use experimental spellcasting, you can spend 1 sorcery point and roll a d12. Consult the Arcanist Experimentation table afterwards, and add that effect to the spell you cast. If you have rolled on this table, the spell becomes too wild to be further enhanced by metamagic.
| d12 | Arcanist Experimentation |
|---|---|
| 1 | The spell fizzles out into the weave, and you waste your action doing nothing. |
| 2 | Space folds around you, giving the spell has a modified area of effect. If the spell is centered on you, roll 3d8. The first determines the distance between you and the spell, times 5 feet, the second determines the direction of its new center, and the third determines the direction the spell is firing in. If the spell is not centered you, it changes to be. |
| 3 | An unrelenting arcane force pulls upon your inner self, and you must succeed a Constitution saving throw or lose Sorcery Points equal to your Charisma Modifier (min. 1). |
| 4 | Extra force is manipulate the area of effect. You roll a d10, and take 1d8 force damage times the number rolled, and the spell's area is increased by 5 ft. for every d10. |
| 5 | Right before casting the spell, you are yanked through spacetime to a spot within 60 feet of you. Immediately after you disappear, roll a d20. On a roll of 10 or lower, all creatures within 60 feet of where you appear are pulled 30 ft. towards that space. On a roll of 11 or higher, all creatures within 60 feet of where you were are pulled 30 ft. towards that space instead. |
| 6 | Additional warbling energy finds its way into the spell formula, drawing strength from its surroundings. Every creature on the battlefield must make a Charisma saving throw, taking 1d10 necrotic damage on a failure. roll a d10, and consult the list of damage types for the experimental spells. Additional damage equal to the total necrotic damage dealt of that damage type is added onto the spell's damage. |
| 7 | The spell save DC for this instance of the spell is increased by 2. |
| 8 | The spell drains magic from all creatures that it hits. All creatures hit must make a Charisma saving throw, or be stunned until the beginning of their next turn. For every creature that you have stunned, you regain sorcery points equal to your Constitution modifier. |
| 9 | The spell's area of effect is randomized. becoming either a line, a cube, a square, a cylinder, a sphere, a cone, a single target or a self cast. All other parameters of the spell remains the same, including its range. If the spell is cast as a "self" spell, you take half the damage, and half is taken by the next creature hitting you with a melee attack. |
| 10 | The weave empowers the spell, increasing its level by 1. |
| 11 | You pluck the spell from an arcane wellspring. This instance of the spell does not consume a spell slot, and you take an amount of force damage equal to 1d6 times the spell's level. |
| 12 | You ignite a roaring fire of chaos in the spell. Roll twice more on this table, ignoring rolls of 1 & 12. Both of the effects that are rolled will take effect as part of the spell. |
Arcane Exploits
Your magical prowess allow you access to a number of magical feats that have the ability to bend and break the natural laws of magic. At 6th level, You gain one Arcane Exploit. You gain an additional Arcane Exploit at the 10th level, as well as the 14th and 18th levels. You can perform these exploits a total amount of exploits equal to your Charisma modifier per long rest.
Arcane Amplification
You can spend 1 sorcery point to use up to 2 metamagic options on a spell. This spent point is spent in addition to the cost of the additional metamagic option.
Arcane Assimilation
You are able to assimilate a spell's magical energy into your own. You gain the spell counterspell, which is a sorcerer spell to you and doesn't count towards your maximum amount of spells known. Upon a successful casting of counterspell, you gain sorcery points equal to the countered spell's level. You cannot cast counterspell using a spell slot higher than 3rd level when using this exploit.
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 second spell's level and make a concentration check equal to 10 + the level of the second spell. 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 Contingency
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 targets 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 3 sorcery points and can redirect the spell at any target you can see. Upon failure the spell effects you as normal. When redirecting a spell that requires the target to make a saving throw, you use your own spell DC.
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 as a lance of energy, extending from you in a 60 ft. line that is 5 ft. wide. Creatures in this line must make a Charisma saving throw against your spell save DC. On a failure, they take force damage equal to 5d8 + your charisma modifier, taking half damage on a success. This damage increases by 1d8 at the 10th, 14th and 18th levels.
Arcane Regeneration
You are capable of consuming raw magic to restore your vitality. When you are affected by a spell of 1st level or higher, you may attempt to absorb the spell as a reaction. You have to make a Constitution saving throw, the DC of which 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 hit points equal to 1d8 times the spell's level. Upon failure, the spell affects you as normal and you spend 1 sorcery point.
Arcane Slide
You are able to slide through dimensional space at a whim. You spend 2 sorcery points and cast the dimension door spell without consuming a spell slot, but with the following differences: The range of the spell is up to twice your walking speed. You can use this exploit as your movement, or as a 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.
Supreme Combination
Starting at 10th level, you have perfected certain combinations of your experimental spells, allowing them to be devastatingly powerful when used in combination. when you cast an experimental spell that deals damage of a certain type combination, it has extra added effects based on the specific combination. The different possible combinations are as follows:
1. Ardour - Fire + Cold
Every point where a creature is hit by the spell explodes suddenly in a torrent of scalding water in a sphere with a 10 ft. radius around the point, burning all creatures within. All creatures within the radius must make a Strength saving throw or take 2d6 Fire damage and be pushed 10 ft. away, with the creature it's expanding from having disadvantage on the save, taking an additional 1d6 Cold damage and being knocked prone on a failure.
2. Electon - Lightning + Radiant
Radiant energy scorches the ground underneath any creatures hit by the spell, burning X's into the ground that extend out 15 ft. on each side. All creatures that are on top of these areas must make a Wisdom saving throw or take an additional 4d8 Radiant damage and be blinded by the radiant light until the beginning of their next turn. If any of the X's connect with each other, they expand to 30 ft. in each direction and share their energetic bond, running a strong latent current through the crevices, which triggers at initiative count 20. Any creatures still on the X's spaces at this time take 2d6 Lightning damage and can't take reactions until the beginning of their next turn. The X's then disappear, leaving scorched marks.
3. Sconisis - Poison + Necrotic
Necrotic. The spell sends along overwhelming necrotic energy, helping along the decay of bodily functions drastically. A single creature hit by the spell must make a Constitution saving throw, or take an additional 3d12 Necrotic damage and be sickened until the end of their next turn. While sickened, the creature has disadvantage on all rolls, and can make either an action, or a bonus action, not both. At the end of their next turn, the creature then spews a spot of poisonous material in a 15 ft. cone in front of it. All creatures in the cone must make a Dexterity saving throw, or take 3d8 Poison damage alongside the creature spewing the poison.
4. Mindblow - Psychic + Thunder
The attack sends a wave of chaotic phonetic energy into a random creature hit by the spell. The creature must make an Intelligence saving throw, or take an additional 5d10 psychic damage and be stunned until the end of its next turn. If the creature is hit while it is stunned, it lets out an explosion of sound in 20 ft. radius sphere. All creatures within the sphere except for the host must make a Constitution saving throw or take 2d12 Thunder damage and be deafened until the end of their next turn.
5. Weaveforce - Acid + Force
The spell leaks a trail of corrosive magical force in its wake on every space that it has targeted, lasting for 1 minute. When a creature begins its turn or moves onto a space afflicted by the force for the first time, they must make a Charisma saving throw, or take 1d10 Acid damage and have their AC reduced by 1 until the finish a short or long rest. If the creature's AC is reduced to -3, their armor (if wearing any) is reduced to a shell of pure force and attempts to crush the creature wearing it. The creature must make a Strength saving throw, or take 4d8 Force damage and be restrained until the end of their next turn, after which the empty shell shatters and leaves the creature unarmored.
6. Meltdown - Fire + Poison
The spell has its range changed to target the entire battlefield. All creatures targeted must make a Constitution saving throw, or take an additional 3d10 Fire damage and be poisoned. This condition ignores immunities to the condition. All creatures that are poisoned at the beginning of their turn take 1d8 Poison damage, and has their maximum hit points reduced by the amount of poison damage taken. At the end of each of their turns, they can repeat the saving throw, ending the effect on a success.
7. Scorchier - Acid + Thunder
The spells energy is condensed into a solid mote that takes up a single space along the spell's range (at the center of an area of it has one). The spell's activation is then delayed, instead being cast on initiative count 20 an amount of turns later equal to your proficiency bonus. The mote is immune to all damage, and is weightless. A creature can pick it up and throw it up to 60 feet away as an action. Upon activation, the spell deals an additional amount of d10's of Thunder damage equal to the delayed turns (up to 6d10) in a 30 ft. radius, and explodes in a rain of acid, which will rain down on initiative count 20 for 1 minute, dealing 1d6 Acid damage every turn to creatures in a 60 ft. cube, centered on where the mote exploded.
8. Artice - Cold + Necrotic
All creatures hit by the spell must make a Dexterity saving throw or take an additional 4d4 Cold damage and be frozen in dark ice for 1 minute. While frozen into the ice, the creature has its speed reduced to 0, and automatically fails Dexterity saving throws, and takes 1d4 Necrotic damage at the beginning of each of their turns. Additionally, from every creature that is affected, the dark ice spreads 5 ft. from them at the beginning of each of their turns, forcing all creatures that begins their turn on a space occupied by ice to make the same saving throw, or be frozen for 1 minute as well. Spells like dispel magic or remove curse thaws the ice, as well as 15 fire damage targeted at either the creature or the ice.
9. Shellshock - Lightning + Psychic
Lightning. An immense electrical energy is sent alongside the spell, specifically moving along bone matter especially well and interfering with vital functions. If a creature is hit by the spell, they must make an Intelligence saving throw or take an additional 5d4 Lightning damage and be shellshocked until the end of its next turn. While the creature is shellshocked, all other living creatures are considered invisible to the creature, and it has what looks to be a jolt of electricity on its head. If the creature during its turn walks within 10 ft. of another creature, that creature must make a Charisma saving throw or take 2d8 Psychic damage and be incapacitated until the end of their next turn.
10. Rapture - Force + Radiant
The spell activates in a radiant vortex of pure magical force. The spell's radius is increased by 10 ft. and its target area becomes a 50 ft. tall cylinder (becoming a 10 ft. wide cylinder if it is single target) for 1 minute. Creature's within the cylinder must make a Wisdom saving throw or become restrained for the duration, with creatures succeeding on the save being shunted out of the cylinder. All creatures that are within the vortex at the beginning of their turn are lifted 5 ft. upwards and take 1d12 Force damage. The cylinder moves 5 ft. in a random direction on each of your turns, and fires out 3 bolts of incandescent radiance that explode in a 5 ft. radius, landing on random spaces within 20 ft. of the vortex. Any creature caught in this explosion must make a Dexterity saving throw, or take 3d10 Radiant damage. Creatures restrained by the vortex can make a Strength saving throw at the end of each of their turns, being shunted out and falling to the ground on a success.
Arcanist Adaptation
At 14th level, your magical intuition becomes close to instinctual. Once per long rest, you gain access to an additional use of an Arcane Exploit. You can cast this additional Exploit in one of two ways:
If it is an exploit you know, you can cast it for half the usual required amount of sorcery points.
If it is an exploit you don't know you can cast it for double the normal sorcery points. When using Arcane Contingency in this way, you are unable to regain sorcery points until you have finished 1d4 long rests.
Arcanus Ultima
Beginning at 18th level, your mastery of the purest arcane form is unparalleled. Your expertise and practice in the arts that you have cultivated make your known arcane arts even stronger, as well as being available more often. At this level, you replenish your uses of Arcane Exploits and Arcane Adaptation at a short rest. Additionally, any Arcane Exploits that you have learned are upgraded to their Ascended counterparts, as described below.
Artful Arcane Slide
The cost of your Arcane Slide is reduced by 1 sorcery point. You can use Arcane Slide as a reaction either a creature attacking you, or a creature moving within 5 ft. of you.
Brilliant Arcane Assimilation
You gain advantage when making the ability check for Arcane Assimilation.
Empowered Arcane Lance
You deal double 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 gain a +5 bonus when making concentration checks specifically for Arcane Ataraxia.
Limitless Arcane Amplification
You can use 4 Metamagic options when using Arcane Amplification.
Major Arcane Regeneration
You gain double the amount of hit points 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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/25/2021 3:39:33 PM
|
14
|
0
|
--
|
Coming Soon
|
|
|
4/25/2021 3:40:47 PM
|
5
|
0
|
--
|
Coming Soon
|







Comments