Sorcerer - Aether Heart Origin

by KibblesTasty

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Sorcerer

Aether Heart Origin v1.1

Sorcerers of this origin are fueled by a deep connection to raw arcane energy, their soul touched by the raw stuff of the weave itself. Most of them don't understand their connection to this power, but they can wield it with innate ease, manipulating magic by force of will alone.

Sometimes this is artificial in nature - a warforged drawing power from the arcane heart, for example - while other times this marks an individual that was exposed to the raw essence of aether, becoming infused and intrinsically linked to it. They are characterized by an easy affinity of warping magic and ease of manipulating it in its raw and purest forms.

Variant: Origin Spells
Sorcerer Level Spell
1st magic missile
3rd arcane conduit*
5th aether lance*
7th dimension door
9th wall of force

Aetherborn

When you choose this origin at 1st level, your aether heart gives you several advantages. You have resistance to Force damage, and your heart can serve as your Arcane Focus.

When you reach 3rd level, you automatically gain the Empowered Spell metamagic option.

Overcharged Metamagic

Starting at 6th level, you can unleash the power that rages within your heart. When you modify a spell that deals damage with your Metamagic options, you can add your Charisma modifier to one damage roll of that spell.

Arcane Fuel

At 14th level, you gain immunity to Force damage. When you would take Force damage, you regain health equal to half the damage you would have taken. You can gain a maximum amount of hit points this way equal to your Sorcerer level, after which you no longer gain additional hit points until you complete a short or long rest.

Additionally, you learn the spell dispel magic if you do not already know it. When you successfully cast dispel magic or counterspell, you regain an expended Sorcerery point (if you are not currently at your maximum) as you draw in the remnants of the broken magic.

Tap Power

At 18th level, you can tap the power that surges through to replenish your magic. As a bonus action, you can expend one hit die and regain Sorcery Points equal to the number rolled + your Charisma modifier. Once you do this, you cannot do so again until you complete a short or long rest.

Aether Heart Origin Quirks

The following are some optional quirks for a player of this Origin

      d6       Quirk
1 Standing in a high magic area feels like a pleasant sunbathing.
2 Your eyes turn a pale and glowing for several hours after using magic.
3 You are addicted to using magic.
4 You have difficulty using magic when sad.
5 You sometimes see things as they appear to the weave.
6 You idly weave strands of magic around your hands while waiting.

Forcebolt

evocation cantrip


  • Classes: Sorcerer
  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of arcane energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Arcane Conduit

2nd-level transmutation


  • Classes: Sorcerer
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 minute.

You tap directly into the arcane weave. For the duration, you have resistance to all magical damage besides Force damage, but gain vulnerability to force damage.

At the start of each of your turns while tapped into this power, you and all creatures with 5 feet of you take 1d4 Force damage. This damage increases by 1d4 for each subsequent turn you concentration on this spell.

 

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