My Documents
Become a Patron!
Sorcerous Origin: Magicians Child by CoffeeSorcerer69 | Art by Jose Afonso "eSkwaad"
### Sorcerous Origin: Magicians Child You spark of magic come from a close parent who held close to the weave like an arcanist, spending most of their life around it that it began to weave itself into their offspring that turned out to be you. Your parent could've even been another sorcerer who became distant in your childhood, but stayed close enough to support you. In most cases though, your parent was probably a bard or a very charismatic wizard that got big for their boots and managed to fill them up. ##### Magicians Child Origin Spells Your connection to the weave infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, 9th, and 11th level you gain access to Origin Spells. Once you gain access to an origin spell, you always know it, and it doesn’t count against the number of Spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *Detect Magic* | | 3rd | *Alter Self* | | 5th | *Glyph of Warding* | | 7th | *Leomund's Secret Chest* | | 9th | *Passwall* | | 11th | *Contingency* | #### Magicians Eyes Starting at 1st level, when you cast the detect magic spell you gain true sight with a range out to the spells range for the spells duration. ___ When you reach 2nd level in this class, when you cast the detect magic spell you can instead cast it by spending 1 sorcery point or by expending a spell slot. If you cast it with sorcery points, your concentration cannot be broken as a result of taking damage. #### Magic Resistance At 1st level, you have advantage on saving throws against spells and other magical effects. When you succeed on a saving throw or are missed by a spell, and the caster is within 30 feet of you. You can use your reaction to target the creature with one of your cantrips. #### Spell Warp At 6th level, you gain resistance to force damage. Your ability to connect to the weave has come to the point where you can jump between the fold of reality for a brief moment. When you cast a sorcerer spell of 1st level or higher that you know, you become shrouded by a mist of magic. You can teleport up to 30 feet to an unoccupied space that you can see. The range of this feature is doubled at 14th level 60 feet, and doubled again at 18th level 120 feet. Additionally, when you deal damage with a cantrip or one of your origin spells, you can add your Charisma modifier to the damage it deals on a hit. \columnbreak #### Knot Mayker At 14th level, as your ability to twist spells through metamagic becomes stronger so does your ability to apply it to spells. You learn a number of extra metamagics options equal to your Charisma modifier. In addition, you can choose two metamagic options, the cost to apply these metamagic options to your spells is halved (rounded down). #### Rule Warp Finally at 18th level, you gain immunity to force damage. You've learned how to properly warp the weave to your whim, but not too much. As an action, you can create 30-foot cube originating from you for 1 minute that follows you. This cube is filled to the brim with magic to the point that it is unaffected by dead magic. For the duration, while you are in the cube you gain the following effects: * You add half your proficiency bonus and Charisma modifier to your AC. * When you cast a spell of 2nd level or lower you do not spend a spell slot. * If you cast a sorcerer spell that requires concentration, your concentration cannot be broken as a result of taking damage. * When you spend a sorcery point you gain 1d6 stackable temporary hit points per sorcery point spent for the duration of this ability. Once you use this action, you can't use it again until you finish a long rest, unless you spend 8 sorcery points to use it again.