


Sorcerous Origin: Arcane Soul
Y ou are a discarded product of an ancient cabal of wizards, a homunculus, a soul inserted into a body through forbidden rituals. Your soulforce, the magic holding you together, is unstable due to your imperfect creation. Perhaps you are aware of your origins and purpose of creation, or maybe you remember only false memories and remain unaware of your true origin. Whatever the case, your magic comes from burning your own vitality, like a candle running out of wick.
Arcane Soul Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Chain Caster, Prismatic Blaze |
| 6th | Double Caster, Soulforce Control |
| 14th | Elemental Festival |
| 18th | Elemental Dominator |
Your soulforce manifests visibly, especially in periods of acute stress. Pick from or roll on the Arcane Soul Quirks table to create a unique quirk for your character. You may have one or more quirks, and you may also invent your own.
Arcane Soul Quirks
| d4 | Quirk | |
|---|---|---|
| 1 | A thin, prismatic mist boils from your skin. | |
| 2 | Your eyes and mouth glow with a brilliant white light. | |
| 3 | You radiate heat, but not enough to deal damage. | |
| 4 | Your footprints emit a radiant mist which lasts until the end of your current turn. |
Prismatic Blaze
Starting at 1st level, your soulforce starts burning until it is gone. When you first gain a level in this class, your remaining natural lifespan terminates in 1d6 years.
Chain Caster
Starting at 1st level, your volatile soulforce explodes in an unstable reaction when you push your magic to its limits. When you cast a Sorcerer spell that deals acid, cold, fire, lightning, poison, or thunder damage, and you roll the highest number on any of the die, roll that die again and add that roll to the damage.
The Chain Caster Activation table shows the minimum spell slot level you must expend to activate this feature.
Chain Caster Activation
| Your Caster Level | Spell Slot Level | |
|---|---|---|
| 1st-2nd | 1st | |
| 3rd-4th | 2nd | |
| 5th-6th | 3rd | |
| 7th-8th | 4th | |
| 9th and above | 5th |
Destructive Potential
As your power grows, it becomes much harder to trigger chain reactions. Yet, when it does happen, it can be devastating. Note that if you roll the highest number on any die–including any new rolls–you can add another die, which can "explode" again.
Double Caster
At 6th level, you can push your soulforce beyond its normal limits. You can cast Sorcerer spells of 2nd level or lower with a casting time of 1 action on the same turn that you cast a Sorcerer spell as a bonus action, provided that you have not already taken an action this turn.
Soulforce Control
At 6th level, you stymie the excessive flow of your soulforce, better conserving it to some extent. Your remaining natural lifespan is extended by 1d12 months.
Elemental Festival
At 14th level, as a bonus action, you can expel jets of high speed prismatic exhaust from your back, resembling wings. You gain a flying speed equal to your current speed until the end of your next turn.
In addition, you can detonate a piece of your soulforce. You can cast two Sorcerer spells with your action, subject to the following restrictions:
- One or both spells must be 5th level or lower
- Both spells must have a casting time of 1 action
- Both spells must deal acid, cold, fire, lightning, poison, or thunder damage
- Both spells cannot deal the same damage type
Once you use your action in this way, you must finish a short or long rest before you can use it again.
Elemental Dominator
Beginning at 18th level, you can use your action to intensify the consumption of your soulforce, reducing your remaining natural lifespan by weeks or months.
For 1 minute, you are immune to acid, cold, fire, lightning, poison, or thunder damage (your choice), and spells you cast ignore resistance and immunity to damage of the chosen type. During this time, when you roll damage of the chosen type for a spell you cast, you can reroll any roll of 1 on those damage dice until you get a result that is not another 1.
Unanswered Questions
The existence of Arcane Souls implies artificial people can be created in your setting. Why were they made, and who made them? How do others view these homunculi? Is it common knowledge or a closely held secret? Is it legal or illegal?
Discuss with your Dungeon Master the purpose of your creation. Consider that while you possess innate magic, this may be purely by accident. It is possible your creator never intended you to have powers in the first place.
Finally, as your lifespan is short, you should have a strong reason for adventuring. Are you out for revenge, or is there a secret you are trying to learn? Are you trying to fulfill your creator's last wish, or is there something you want to see before you die?
You are walking towards the gallows. Do you smile, weep, or rage? Whatever your answer, use it to enrich your roleplay.
Metamagic
At 3rd level, the Sorcerer gains the Metamagic feature. Here are new options for that feature, in addition to the options in the Player's Handbook.
Coordinated Spell
When you cast a spell using a spell slot, you can spend 2 Sorcery Points and touch a willing creature within reach to expend their spell slot instead of yours. The creature must have an available spell slot of the necessary level, and must knowingly allow it to be expended in this way.
Enlightened Spell
When you cast a spell, you can spend 1 Sorcery Point as part of that casting. Any spell slot you expend to cast the spell counts as a spell slot of one level higher.



Artwork Credits
Banner by Aldo Katayanagi :: Footer by Haruka Kawamura
Concept Art by Will Murai
Arcane Soul
Medium humanoid, any alignment
- Armor Class 13 (21 with mage armor and shield)
- Hit Points 45 (6d6 + 24)
- Speed 30ft.
STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 14 (+2) 10 (+0) 8 (-1) 18 (+4)
- Saving Throws Con +5, Cha +7
- Skills Acrobatics +6, Insight +2, Intimidation +7
- Senses passive Perception 9
- Languages Common
- Challenge 9 (5,000 XP)
Spellcasting. The arcane soul is a 6th-level spell-caster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following Sorcerer spells:
Cantrips (at will): booming blade, dancing lights,
firebolt, poison spray, ray of frost
1st level (4 slots): mage armor, shield, sleep
2nd level (3 slots): aganazzar's scorcher, blur
3rd level (3 slots): blink, lightning bolt
Chain Caster. When the arcane soul casts lightning bolt, if it rolls the maximum number on any of the die, it can roll that die again and add the roll to the damage.
Double Caster (2/day). When the arcane soul casts a spell with an action, they can immediately cast a 2nd level spell on the same turn.
Empowered Spell (2/day). When the arcane soul rolls damage for a spell, they can reroll up to 4 of the damage die and must use the new rolls.
ActionsDagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d4 + 3) slashing





