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# Sorcerous Origin: Arcane Soul You 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 | Prismatic Blaze, Chain Caster | | 6th | Double Caster | | 14th | Elemental Festival | | 18th | Elemental Dominator | #### Prismatic Blaze Starting at 1st level, your soulforce starts burning until it is gone. Upon gaining a level in this class, your remaining natural lifespan terminates in 1d6 years. In addition, your soulforce visibly exudes from your body. You perpetually manifest the following magical effects. * A thin, prismatic mist boils from your skin. * Your eyes and mouth glow with a brilliant white light. * You radiate heat, but not enough to deal damage. * Your footprints emit a radiant mist which lasts until the end of your current turn. You can use your action to suppress these effects for 1 hour. Once you use your action this way, you must finish a long rest before you can use it again. \columnbreak #### 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 possible on any of the dice, roll that dice again and add that roll to the damage. The minimum spell slot level you must expend to benefit from this feature is determined by your caster level, as shown in the Minimum Spell Slot Level table. ##### Minimum Spell Slot Level | Caster Level | Spell Slot Level | | |:--------------:|:-----------------|:-------| | 1st-2nd | 1st | | | 3rd-4th | 2nd | | | 5th-6th | 3rd | | | 7th-8th | 4th | | | 9th-20th | 5th | |
> ##### Ethical Quandaries > > 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? > > This Origin can have a profound impact on your world. Consider the ramifications to society, to the military, to the churches, and to the individual when you have powerful, expendable, and manufacturable spellcasters at your disposal. \pagebreak #### Double Caster At 6th level, you have learned to combust your soulforce with very high efficiency. You may 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. #### 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 may 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 vastly intensify your prismatic blaze to such an extent that your remaining natural lifespan is reduced by half. For one minute, you shed bright light in a 20-foot radius, and dim light for an additional 20 feet. If another creature that can see you moves to within 5 feet of you or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. In addition, 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. Once you use this feature, you must finish a long rest before you can use it again. \columnbreak ### 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*. #### Sharpened Spell When you cast a spell with a duration of instantaneous and that forces the target to make a saving throw, you can spend 3 Sorcery Points to make a spell attack roll instead. On a hit, the target suffers the spell's normal effects. The spell takes effect only on the target, even if it can normally target others. #### Shielded Spell When you cast a spell with a duration of instantaneous, you can spend 1 Sorcery Point to ignore the effects of an antimagic field on that spell. When you cast a spell with a longer duration, you can spend 6 Sorcery Points to apply the same effect. The spell is also immune to being dispelled, such as by *dispel magic*. ### Spell List The following spells are added to the Sorcerer's spell list.
##### 2nd Level - Flaming Sphere - Silence ##### 3rd Level - Call Lightning ##### 4th Level - Control Water - Fabricate ##### 5th Level - Dream - Geas - Modify Memory - Wall of Force ##### 7th Level - Forcecage
##### 8th Level - Antimagic Field - Control Weather - Demiplane - Feeblemind - Glibness - Maze - Mind Blank - Tsunami ##### 9th Level - Foresight - Imprisonment - Invulnerability - Prismatic Wall - Shapechange - True Polymorph
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##### Artwork Credits **Banner** by [Aldo Katayanagi](https://aldok.deviantart.com/art/Homunculus-Store-595105603) :: **Footer** by [Haruka Kawamura](https://dragons-crown.wikia.com/wiki/Homunculus).
**Concept Art** by [Jeremy Anninos](https://cdnb.artstation.com/p/assets/images/images/005/622/831/large/jeremy-anninos-a2nierfinal.jpg?1492533495)
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___ > ## 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** 8 (3,900 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*, *ray of frost*
> 1st level (4 slots): *mage armor*, *shield*, *jump*
> 2nd level (3 slots): *scorching ray*, *blur*
> 3rd level (3 slots): *lightning bolt*, *blink* > > ***Chain Caster.*** When the arcane soul deals acid, cold, > fire, lightning, poison, or thunder damage using a spell > cast at 3rd level, if they roll the maximum number on any > of the die, they may 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 may immediately cast a 2nd level > spell on the same turn. > > ***Empower Spell (2/day).*** When the arcane soul rolls > damage for a spell, they may reroll up to 4 of the damage > dice and must use the new rolls. > > ###
Actions
> ***Dagger.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 6 (1d4 + 3) slashing