> ##### **Homebrew Material** > > This document presents homebrew materials by [Weirdo Whoever](https://weirdowhoever.blogspot.com). These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. > > If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever ([weirdowhoever@gmail.com](mailto:weirdowhoever@gmail.com)).
### Arcane Heritage Your innate magic comes from the archaic magic that is passed and succeeded from the generations of your family. The magic you wield has an extensive history, practiced and confirmed throughout the generations, and as such, it fits you like a secondhand clothes. Most often, a sorcerer of Arcane Heritage is found among the families that are well known and renowned for their extensive study and practice on arcane magic. Long ago, it was a tradition for such families to focus on a specific school of magic, while abandoning another school entirely. A sorcerer of Arcane Heritage may inherit the family's specialized school of magic, but occasionally the magic shunned throughout the generation may manifest itself instead, much to the disdain of the family. #### Bonus Proficiency When you choose this origin at 1st level, you gain proficiency in the Arcana skill. #### Heritage Magic Also at 1st level, choose one school of magic of your choice. The chosen school of magic is hereafter referred as your heritage school of magic. When your Spellcasting feature allows you to learn a sorcerer cantrip or a sorcerer level of 1st level or higher, you can choose the new spell from the wizard spell list, instead of the sorcerer spell list. When learning a wizard spell this way, the new spell must be of your heritage school of magic. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. #### Additional Metamagic Options The archaic magic that runs throughout the generations allows you to twist and sculpt your spells in a way that is now lost to others. Whenever a sorcerer class feature allows you to learn a Metamagic option, you can choose the options described below. ***Maximized Spell.*** When you cast a spell that deals damage, you can spend a number of sorcery points equal to 1 + the spell's level to deal maximum damage with the spell (2 sorcery points if the spell is a cantrip). ***Persistent Spell.*** When one of the target of your spell succeeds on a saving throw against your spell, you can spend a number of sorcery points equal to 2 + the spell's level to force that target to re-roll the saving throw and use the new roll (3 sorcery points if the spell is a cantrip). You can use Persistent Spell even if you have already used a different Metamagic option during the casting of the spell. ***Seeking Spell.*** When you make an attack roll with a spell and miss, you can spend 1 sorcery point to reroll the attack roll against a different target within 30 feet of the original target. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. ***Tenacious Spell.*** When you cast a spell that allows a creature to make an ability check to avoid or resist its effect, you can spend 3 sorcery points to impose disadvantage on all ability checks against the spell. #### Eschew Materials Starting at 6th level, when you cast a spell of your heritage school of magic, you can ignore the spell's material components, if it has any, provided that a cost is not indicated for a component. Additionally, when you cast a sorcerer spell of your heritage school of magic, you can spend a number of sorcery points equal to 1 + the spell's level to ignore the spell's material components, even if a cost is indicated for a component. #### Arcane Resilience When you reach 14th level, when you are subjected to a spell that allows you to make a saving throw to take half damage, you instead take no damage on a successful save, and only half damage on a failed save. Additionally, when you are subjected to a spell that allows you to make a saving throw to avoid or resist its effect, you can spend 2 sorcery points to add your proficiency bonus to the saving throw, if you do not already. The sorcery point cost is reduced to 1 if the spell is of your heritage school of magic. #### Superior Flexible Casting At 18th level, the arcana magic that flows through your vein allows you to cast more powerful spells more frequently. When you create a spell slot with your Flexible Casting feature, you can create spell slot of 6th level and higher. The Creating Spell Slots table below shows the cost of creating a spell slot of a given level. You must otherwise conform to all other limitations of your Flexible Casting feature. ##### Table: Creating Spell Slots | Spell Slot Level | Sorcery Point Cost | |:---:|:---:| | 6th | 9 | | 7th | 10 | | 8th | 11 | | 9th | 13 | \pagebreakNum
The spell slots created with this feature can be only used to cast a spell of your heritage school of magic. Once you create a spell slot of 6th level or higher with this feature, you must finish a long rest before you can create a spell slot of the same name. ## Credits All contents are created by [Weirdo Whoever](https://weirdowhoever.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](https://www.dandwiki.com), [NaturalCrit Homebrewery tool](https://homebrewery.naturalcrit.com), and [GM Binder](https://www.gmbinder.com) for providing the templates for my imaginations. **Arcane Heritage.** Based on [Arcane Origin (Variant)](https://goo.gl/HfdmMD), Weirdo Whoever's first ever homebrew. **Additional Metamagic Options.** Most options are converted from metamagic feats of *Pathfinder.* **Eschew Materials.** Converted from a feat of the same name in past editions, namely 3.5rd.