

Sorcerous Origins
Branded Sorcerer
The source of your power lies in a mysterious magical artifact. The raw power of this artifact left a permanent magical mark somewhere on your body, granting you magical abilities.
You might have stumbled across an ancient artifact in some old ruins deep in a forest, branding your hand upon touching it. Or perhaps you studied a mysterious book in the library and the powerful secrets that you uncovered permanently branded your eye.
All magical brands are unique in their appearance, but most are like deep burnmarks in a shape related to the magical artifact. These markings often glow feintly from the magical energy they possess.
Branded Sorcerer Quirks
| 1d6 | Quirk |
|---|---|
| 1 | Your brand glows brightly when you get angry |
| 2 | The color of your Brand resembles your current emotion |
| 3 | Your brand occasionally produces a burning pain |
| 4 | Your brand emits a soft humming noise |
| 5 | Your brand leaves a temporary mark on anything it touches |
| 6 | You mistakenly recognise the shape of your brand in other objects |
Magical Intuition
At 1st level, you can cast identify at will, without expending a spell slot or material components.
Brand
At 1st level, you gain a magical brand granting you the ability to perform magic. Depending on the location of the brand on your body, you gain additional magical powers. Choose the location of your brand from the Brand Expanded Spells table. At 1st and 3rd level you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells known.
Your brand is magical in nature and can be detected as such. It can also be used as an Arcane focus for the purpose of spellcasting. Any attempt short of a Wish spells will fail to remove the brand.
Brand Expanded Spells
| Location | Spells at 1st level | Spell at 3rd level |
|---|---|---|
| Arm | Magic Missle, Shocking Grasp |
Hold Person |
| Eye | Detect Magic, Light | Darkness |
| Chest | Shield, Resistance | Enlarge/Reduce |
| Leg | Jump, Blade ward | Spider Climb |
| Mouth | Comprehend Languages, Friends |
Suggestion |
Branding Metamagic
At 6th level, you gain the ability to create magical brands yourself, although not permanent. You gain the Brand Spell Metamagic option. This Metamagic option is detailed at the end of the subclass description.
Magical Affinity
By 14th level, the time it takes you to attune to an item is reduces to an action.
Spell Permanance
At 18th level, you have recreated the permanent nature of your brand for your spells. Whenever you cast a spell that has a duration of 1 minute or longer, you may choose to attune to it. If you do, the spells duration becomes Until dispelled. This feature may only be used if you are not already attuned to three magic items or spells. The attunement to the spell ends only when the spell is ended.
Metamagic
Brand Spell
When you cast a spell that requires concentration, you can spend 2 sorcery points to automatically succeed on any Constitution saving throws made to maintain concentration on this spell. If the range of the spell is not self or touch, its range becomes touch.
Credits
Artwork: 'Dark Confidant' by Scott M. Fischer Made using GM Binder