Arcane Origin, Variant (5e Subclass)
Arcane Origin[edit]
Sorcerer Subclass
When people say it is all in the blood, they are not joking. In a family of wizards, years of study and research for arcane knowledge inherits through the bloodline. The arcane magic in the blood is too weak and subtle in most occasions, but sometimes one of the member in the family happens to acquire magical abilities innately.
In the past, it was common for wizard families to specialize in one school of magic, at the cost of giving up other schools of magic. In few families that practice this tradition so far, sometimes a sorcerer is born with magical abilities of the school of magic the family has given up. In this case, it is only a matter of time before this particular member becomes a black sheep in the family.
Your innate magic comes from your family's extensive study on magical power and knowledge. Your magical power may the essence of researches conducted by your ancestors, the pinnacle of years and years of experiments, the pride of your family name. Or your magic can be of a kind your family has despised since its establishment, whether because it was deemed unworthy or profane by the founder, or because of an incident it was involved in that almost perished the entire house. However it came to be, there is no doubt that your magic is rightfully yours to wield, whether or not it pleases the other members your family.
- Sorcerous Origin
Your innate abilities come from a deep connection with the fabric of magic. You may have descended from a magical being, or you may have been touched by the raw essence of magic.
- Magical Secrets
At 1st level, your connection to the fabric of magic allows you to draw inspiration from many varieties of spellcasting. You learn two spells of your choice from any class. These spells count as sorcerer spells for you. A spell you choose must be of a level for which you have spell slots, or a cantrip. When you gain a level in this class, you can choose one spell gained from this ability and replace it with another spell from any class. You learn an additional spell from this feature at 4th, 8th, 12th, 16th, 19th and 20th level. The chosen spells count as sorcerer spells for you but don't count against the number of sorcerer spells you know.
- Extra Sorcery Points
At 3rd level, the wellspring of magic found in you is deeper than in other sorcerers. You have 2 additional sorcery points. You gain 2 additional sorcery points again when you reach 6th level, and again at 12th and 18th level.
- Powerful Spells
Beginning at 6th level, when you cast any spell of 1st level or higher from your Magical Secrets feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. This can be used in conjunction with Metamagic effects. Furthermore, you can choose an additional metamagic talent to add to those already known.
- Persistent Magic
At 14th level your focus and intensity with certain spells increases. When you cast a spell of 1st level or higher, you can choose to spend 3 sorcery points and ignore the concentration requirement if it is a concentration spell, potentially allowing the effect to persist for its' maximum duration. All other aspects of the spell still apply, including range requirements and saving throws. You can only ever have one active effect in use with this ability, and if you cast another spell using this ability, the first spell immediately ends. Until you take a long rest, your maximum number of sorcery points available decreases by 3 for every time you use this ability.
- Arcane Form
At 18th level your innate magical talent swells within you. As a bonus action, you can spend 6 sorcery points to transform yourself into an arcane-infused form. In this form, you have resistance to all damage except force and psychic,You can add your Charisma modifier to one damage roll of any cantrip you cast. When you cast a spell of 1st level or higher, you can spend a sorcery point to add your Charisma modifier to one damage roll, or one roll of the color spray or sleep spells. This can be used in conjunction with Metamagic effects, and you can cast spells without material components as long they do not have a cost or consume material components.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
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