Sorcerer
Base Class: Sorcerer

Your blood is infused with the purest form of arcane energy. Other sorcerers may have inherited their power through a bloodline, but for you blood is literally the source of your abilities. It glows with an intense light when exposed through an open wound, and your identity may be difficult to keep secret. For you, pain and power are one and the same, and the more painful your experiences, the more difficult your abilities are to control.

As an Arcane Pureblood sorcerer, you must decide which branch of magic flows through your veins. If your DM allows, you may come up with your own origin story, but you must still choose one of the schools of magic listed below.

Arcane Infusion
d8 Branch of magic
1 Abjuration. Once a grandmaster wizard, you have degraded to a much weaker state after centuries of imprisonment.
2 Conjuration. An apprentice to a mad artificer, their failed attempt to create a new instant-transportation spell caused you to split into two different living people.
3 Divination. Your silver cord was cut during an astral projection. Your ego returned to your body years later, permanently changed by the time spent there. 
4 Enchantment. Through a fluke, the memories and proficient spellcasting of an archmage were transferred to you when they were afflicted by feeblemind.
5 Evocation. As part of your training, you spent most of your life bombarded by magic missile on a near-daily basis. 
6 Illusion. On the ethereal plane, illusions can become real, and rarely, sentient. You are the result of such a spell.
7 Necromancy. You were experimented on against your will by a powerful necromancer seeking immortality.
8 Transmutation. You were once a magical monster, forcibly made humanoid through true polymorph. Only a fraction of your original power remains.

Pureblood Spells

1st-level Arcane Pureblood feature

You learn additional spells when you reach certain levels in this class, as shown on the Pureblood Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the sorcerer, warlock, or wizard spell list, and it must be from the school of magic you chose upon gaining your first level in Sorcerer.

Pureblood Spells
Sorcerer Level Spells
1st detect magic, magic missile 
3rd magic weapon, mirror image
5th dispel magic, fly
7th arcane eye, resilient sphere
9th arcane handteleportation circle

Arcane Acuity

1st-level Arcane Pureblood feature

Whenever you make an Intelligence-based skill check or an Intelligence saving throw, you may choose to add your Charisma modifier to the roll instead of Intelligence. If you do so, it is still considered an Intelligence-based skill check or saving throw, and does change not whether or not your proficiency bonus is added to the roll.

Additionally, whenever you make an Intelligence-based skill check in combat to recall information, you may do so as a bonus action instead of an action.

Effervescent Veins

6th-level Arcane Pureblood feature

You gain resistance to Force damage.

You may cast any spell from the Sorcerer, Warlock, or Wizard spell lists that belongs to the school of magic you chose upon gaining your first level in Sorcerer. If it is not on your Spells Known list, you must spend one of your Sorcerer Hit Dice when you cast the spell. It still consumes a spell slot as normal, and it is considered a Sorcerer spell for you when you cast it this way.

Additionally, you add Forceful Spell to your list of Metamagic as shown below. You may not remove this Metamagic and replace it with another as part of an optional class feature.

Forceful Spell

Before you roll damage dice for the first time after the casting of that spell, you may spend 2 sorcery points to change all of its damage dice to Force damage.

You can use Forceful Spell even if you you have already used a different Metamagic option during the casting of the spell. You cannot use Forceful Spell and Empowered Spell on the same spell.

Interwoven Casting

6th-level Arcane Pureblood feature

You can now apply your Metamagic effects to ally's spells if the ally is within 60ft and you can see the casting of the spell. You must use your reaction, and the allied creature must be willing. If you forego your bonus action on your turn, you do not use your reaction for the round the first time you enhance an ally's spell. However, you can only use your reaction to enhance a second ally's spell if you choose to do so. You may only apply 1 Metamagic effect to an ally's spell at a time.

You can also apply penalties to enemies' spells if the enemy is within 60ft and you can see the casting of the spell, and doing so uses your reaction. Make a skill check with your Charisma modifier. The DC is 10 + the level of the spell you wish to affect. The caster may also cast counterspell, which increases the DC by 1 for each level at which it cast the spell. If you succeed, you may apply an effect to the spell based on the Metamagic you have in your arsenal. The cost in Sorcery Points may be different. You may only apply 1 Metamagic effect to an enemy's spell at a time.

Careful Spell

You may spend 1 sorcery point to have one creature of your choice that you can see automatically succeeds its saving throw against the spell.

Distant Spell

If the spell had a range of 5ft or greater, you may spend 3 sorcery points to reduce the range of the spell by 5ft. If this would reduce the range to 0, it becomes touch range instead.

Empowered Spell

When the caster rolls damage for the spell, you can spend 1 sorcery point to have the GM reroll a number of the highest-value damage dice up to half your your Charisma modifier rounded down (minimum of one). You must use the new rolls.

Extended Spell

If the spell has a duration of 1 minute or longer, you may spend 1 sorcery point to halve its duration.

Forceful Spell

Before you roll damage dice for the first time after the casting of that spell, you may spend 2 sorcery points to change all of its damage dice to Force damage. If you take damage from the spell, you may spend an additional 2 sorcery points to have the caster take half of the damage you took.

Quickened Spell

If the spell had a casting time of 1 action, you can spend 3 Sorcery points to have the caster use its reaction as part of casting the spell.

Subtle Spell

You can spend 5 sorcery points to cast silence centered on the caster, without using a spell slot. The silence effect takes hold before the casting of the spell is completed, and ends at the beginning of the caster's next turn.

Twinned Spell

If the spell would target two or more creatures and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to lower the number of targets the spell can affect by 1.

Instant Manamatics

14th-level Arcane Pureblood feature

When you use Ritual Casting to cast a Sorcerer spell, you may choose to complete the casting of the spell in 1 Action. If you do this, you take 1d6 points of Force damage for each level of the spell that you cast. This damage cannot be reduced in any way, including your resistance to Force damage. Once you have used this feature, you cannot do so again until you have completed a long rest.

Ley-Line Eruption

14th-level Arcane Pureblood feature

You can barely suppress the power that builds inside you. Whenever you make death saving throws, spells spontaneously erupt from your unconscious body. These spells do not use spells slots, and you cannot choose to suppress this ability. They do not require concentration if they are concentration spells, and each lasts the full duration or until you regain consciousness. The spells that are cast are based on how many death saving throws you have made in a single instance of unconsciousness:

Death Saves Spell
1st Regain 1 sorcery point. You cast blur and mirror image on yourself.
2nd A 3rd-level magic missile targets up to 6 random creatures within range that acted in hostility against you within the last minute.
3rd The closest allied creature is affected by haste, and does not suffer the usual penalty when you do so.
4th You levitate upwards 15ft, and magnify gravity becomes active with you at its center. You are immune to its effects.
5th If you fail your death saving throw, the last creature that damaged you is targeted by a 9th-level magic missile with unlimited range, which cannot be blocked by natural cover. If you succeed your saving throw, regain consciousness, cast false life and mage armor on yourself, and regain 4 sorcery points.

Sorcerous Supremacy

18th-level Arcane Pureblood feature

Your body has become so interwoven with the essence of magic that you can pick and choose which spells affect you. If you would be targeted by a 1st-level spell, you can choose whether or not to be affected by it. You must be conscious and aware of the spell's casting in order to use this effect, and you cannot do so while Surprised. Once you reach 20th level, you can also choose whether or not to be affected by 2nd-level spells.

Additionally, when a cantrip includes you as a target, you can use your reaction to have that cantrip not affect you.

Finally, you can cast counterspell at will. If it is one of your Spells Known, you may replace it with another valid spell. If you choose not to use a spell slot when casting this spell, you take 1d4 points of Force damage plus an additional 1d4 Force damage for each level of the spell after 3rd.

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