Arcane Scientist, Variant (5e Subclass)

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Arcane Scientist[edit]

Some sorcerer's trace their lineage to vampiric origins, some discover their power after a near death experience. Or maybe they descend from a famous lineage. You draw your power from your science through augmentation to your mechanical being.

Prerequisite: Construct, Warforged, or mechanical being

Mechanical Fortitude

Starting at 1st level, Whenever casting a sorcerer spell you can use your intelligence modifier as your spellcasting ability in place of charisma.

Power Draw

Starting at 1st level, once per long rest you can produce an anti-magic field with a 30 foot radius for 1 minute as if you were concentrating on a spell. When inside of the radius, in order to cast a spell with a range beyond self, the caster must make an intelligence saving throw versus your spell save DC.

Overclocked Sustainment

Starting at 6th level, your anti-magic field is improved, allowing you to use it twice per long rest. In addition, you can choose to exclude a number of creatures from the field up to your spellcasting attack modifier (Minimum of 1).

Arcane Science Melee

Starting at 14th level, you have learned to seamlessly weave the science behind magic into your melee combat. When you take the Attack action on your turn, you can cast a spell up to 2nd level as a bonus action.

Energy Void

At 18th level, You can spend 6 sorcery points to suffuse yourself with anti-magic in order to give yourself advantage on saving throws against spells and other magical effects, as well as resistance to all damage except for slashing, bludgeoning and piercing for 1 minute.

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