Base Class: Sorcerer
Your innate magic comes from a great mage that was one of your ancestors. Sent to formal training with the anticipation that you would follow in their footsteps, you discovered that learning magic through books was not your way. Instead you innately channel your ancestors power, intuitively recalling incantations and spells. Parts of your training did still stick with you however, allowing you a semblance of the wizardly ways.
Arcane Shield
When you are hit with a spell attack or fail a saving throw against a magical effect, you may use your reaction to force the opponent to reroll the attack or you may reroll the saving throw. Add your Intelligence modifier as a bonus to your AC or saving throw. You may use this ability a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest.
Spellbook
Creators note - since there aren't official subclasses that grant a spellbook, all spells gained with this feature will show up in the spells known as there is no way to mark which are prepared or not.
As a result of your training, you have a spellbook that you may copy wizard spells into. Over the course of a long rest you may prepare a number of wizard spells from your spellbook equal to your Intelligence modifier, adding them to your spells known for the day. You also know one additional cantrip from the wizard spell list.
At 1st level, it contains two 1st-level wizard spells of your choice. Each time you gain a sorcerer level, you can add one wizard spell of your choice to your spellbook for free. It must be of a level for which you have spell slots, as shown on the Sorcerer table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar).
YOUR SPELLBOOK
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Ritual Casting
Beginning at 6th level you can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane Admixture
At 6th level, you have begun mixing of your sorcerous and wizardly training. You learn a new metamagic called Arcane Admixture granting the following benefits: When you cast a spell that deals damage, you may spend one sorcery point to change the type of damage it deals to any other type in the same category. When you cast a spell that requires a saving throw, you may spend one sorcery points to change the save it requires to any other saving throw of the same category. You may change it to a damage type or save of a different category for an extra sorcery point (2 points total).
- Physical Damage Types: Bludgeoning, Piercing, Slashing
- Elemental Damage Types: Acid, Cold, Fire, Lightning, Thunder
- Exotic Damage Types: Force, Necrotic, Poison, Psychic, Radiant
- Physical Saves: Strength, Dexterity, Constitution
- Mental Saves: Intelligence, Wisdom, Charisma
In addition, choose one cantrip you know. When you apply metamagic to that cantrip, the total cost is reduced by one. You may choose another cantrip at 11th and again at 16th level.
Arcane Shift
Starting at 14th level, on your turn as part of your movement or as a bonus action you can magically teleport 10 feet.
In addition, you learn the Teleport spell and may cast it without expending a spell slot by spending 7 sorcery points. It must have a destination of either a permanent circle or a place you are very familiar with. You arrive On Target each time.
Arcane Avatar
At 18th level you can use a bonus action to change your body into a bastion of arcane energy for 1 minute. You gain a flying speed equal to your base walking speed and resistance to force damage. As a reaction when you are dealt damage by a creature within 120 feet of you, you may cast Magic Missile at the creature without expending a spell slot.
Once you use this ability you can't again until you finish a long rest unless you spend 6 sorcery points to use it again.
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