Sorcerous Origin - Arcane Bloodline

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Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following option is available to a sorcerer, in addition to those offered in the Player's Handbook and Xanathar's Guide to Everything: Arcane Sorcerer.

Arcane Bloodline

While all sorcerers have an innate ability to mingle and manipulate arcane forces, you feel part of those. Perhaps you're the result of an ambitious magic experiment that tried to go beyond what magic can do, or perhaps you belong to a lineage of skilled wizards that have been transformed by the raw forces they study and manipulate.

This special sensitivity to the powers that infuse all arcane magic allow you to view the world through a unique perspective, and even interact with them in a more intimate way.

Arcane Sorcerer Features
Sorcerer Level Feature
1st Arcane Body, Magic Senses
3rd Extended Metamagic
6th Arcane Instinct, Sorcerous Respite
14th Arcane Conduit, Improvised Metamagic
18th Arcane Essence

Arcane Body

At 1st level, your body is able to manage and master an unusual amount of power. You gain two cantrips of your choice from the sorcerer spell list.

You also gain an additional sorcerer spell of your choice at 1st, 3rd, 5th, 7th, and 9th level. Each of these spells must be of a level for which you have spell slots, but doesn't count against your number of sorcerer spells known.

Magic Senses

At 1st level, your innate magic talent allows you to feel the magic around you. You can cast detect magic a number of times up to your Charisma modifier (minimum of 1), without expending a spell slot or material components.

When you finish a long rest, you regain your expended uses.

Extended Metamagic

Starting at 3rd level, every time you gain Metamagic options, you gain an extra one from the Extended Metamagic options.

Arcane Instinct

Starting at 6th level, you can feel when a spell is heading your way and can brace yourself for impact. When you are subjected to a spell or a magical effect that allows you to make a saving throw, you can use your reaction to get advantage on that saving throw. If the saving throw allows you to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Once you use this feature, you can't use it again until you finish a short or long rest.

Sorcerous Respite

At 6th level, you regain 2 expended sorcery points whenever you finish a short rest.

Arcane Conduit

At 14th level, you became so attuned to the magical forces that you no longer require an arcane focus as a spellcasting focus for your sorcerer spells.

Improvised Metamagic

Starting at 14th level, you can spend 2 sorcery points as a bonus action to gain temporary access to a Metamagic you don't have. You still have to spend the sorcery points that Metamagic costs, and still can use only one Metamatic option on a spell when you cast it, unless otherwise noted.

You lose access to that Metamagic at the end of your turn.

Arcane Essence

At 18th level, when you roll damage for a spell, you deal extra force damage equal to your sorcerer level. This damage ignores all resistances and immunities.

In addition, you can spend 3 sorcery points to gain damage resistance to all magical damage and advantage on saving throws against spells and other magical effects for an hour.

Extended Metamagic

At 3rd level, you gain the Extended Metamagic feature, granting you extra ability to further alter and customize your spells. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Aimed Spell

When you cast a spell that requires you to make attack rolls, you can spend 2 sorcery points to gain advantage on the attack rolls. You score a critical hit on a roll of 19 or 20.

Bane Spell

When you gain this Metamagic, choose one of the following creature types: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs).

When you cast a spell that is incapable of targeting more than one creature at the spell's current level and you target a creature of the chosen type, you can spend 1 sorcery points and roll double the damage dice.

You can gain this Metamagic multiple times. Each time you do so, you must choose a different creature type.

Chain Spell

When you cast a spell that deals damage and is incapable of targeting more than one creature at the spell's current level, you can chose to also damage creatures nearby the target. You can spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature), each of which must be within 15 feet of the first target. A chosen creature takes half the damage the first target has taken.

Energy Substitution

When you gain this Metamagic, choose one of the following damage types: acid, cold, fire, lightning, thunder or force.

When you cast a spell that deals any of those damage types, you can spend 1 sorcery point and change the damage type to the one you chose when gaining this Metamagic.

You can gain this Metamagic multiple times. Each time you do so, you must choose a different damage type.

Eschew Materials

When you cast a spell, you can spend 1 sorcery points to cast it without any material components as long as the total component cost of the spell is equal or less than 5 gp.

You can use Eschew Materials even if you have already used Subtle Spell during the casting of the spell.

Explosive Spell

When you roll damage for a spell, you can spend 1 sorcery point and force all targets to roll a Constitution saving throw. On a failed save, a target takes extra 1d6 force damage and is knocked prone.

Fortify Spell

When you cast a spell, you can spend 3 sorcery points to make it more resilient to countermeasures. In doing so, any dispel magic or counterspell that would normally end the spell or interrupt its casting need instead to success on an ability check against your spell save DC. On a failed check, the dispel magic or counterspell fail to cancel your fortified spell.

If the dispel magic or counterspell already required to make an ability check to determine its success, they do so at disadvantage.

On a successful check, your fortified spell ends.

Luring Spell

When you roll damage for a spell, you can spend 1 sorcery point and force all targets to roll a Strength saving throw. On a failed save, a target is pulled up to 10 feet in a straight line toward you.

Piercing Spell

When you cast a spell that requires you to make an spell attack roll, you can spend 1 sorcery point to add your Charisma modifier to the damage it deals on a hit.

Repelling Spell

When you roll damage for a spell, you can spend 1 sorcery point and force all targets to roll a Strength saving throw. On a failed save, a target is pushed up to 10 feet in a straight line away from you.

Smiting Spell

When you cast a spell, you can spend 1 sorcery point to instead store it in a weapon you are currently holding. The spell is stored for 1 minute or until you lose your concentration (as if you were casting a concentration spell), in which case the spell slot used is expended and the spell has no effect. The next time you hit a creature with a weapon attack, your weapon delivers the spell to the creature.

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