Sorcerous Origin: Branded
Branded
Your innate magic was forced upon you in the form of a magical brand. This brand takes the form of a mysterious symbol on the forehead. The origin of these brands is decided by the DM, but in almost all settings creating a brand consumes a rare resource wielded sparingly by powerful individuals. Nearly all branded sorcerers are human, but other races being branded isn’t unheard of. This brand cannot be broken or disabled, and helps you control the sealed magic. In most settings, the branded are stolen away from their families at a relatively young age and created as weapons of war. They are greeted with disdain and fear by common folk due to their reputation as destructive beings. As such, many of the branded will attempt to hide their brand or provide alternative explanations for it when in public. A branded sorcerer will often find it difficult to return to society since they are bred for war.
Innate Focus
Starting at 1st level, the brand upon your forehead acts as an innate magical focus and can replace any material component (unless it has monetary value or is consumed) for your sorcerer spells while leaving your hands free.
Brand’s Protection
When you choose this origin at 1st level, the magic infused in your brand allows you to cast mage armor on yourself at will without expending a spell slot.
Additionally, you gain a +1 bonus to saving throws you aren’t proficient in. This improves to +2 at 9th level and +3 at 17th level.
Limit Break
At 6th level, the power in your brand allows you to surpass your physical and mental limitations. As a bonus action, you focus the energy of your brand to limit break for 1 minute. While limit break is active, you gain the following benefits:
- You gain a bonus to your AC equal to your charisma modifier
- Your walking speed increases by 10 feet
- You gain +2 force damage on one damage roll of all spells you cast
This feature cannot be activated if you are wearing armor or using a shield. You can use this feature twice. The second time you use it, it costs 1 sorcery point. You regain all expended uses of it when you finish a short or long rest.
Further Beyond
Starting at 14th level, you gain an additional benefit while limit break is active:
- You gain a flying speed and swimming speed equal to your walking speed
Living Weapon
At 18th level, you gain additional benefits while limit break is active:
- Increase your spell attack modifier by 3
- Increase your spell save DC by 3
- At the start of each turn, you gain 5 temporary hit points