Arcane Scientist (5e Subclass)

From D&D Wiki

Jump to: navigation, search

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 spell you can use your constitution modifier as your spellcasting ability in place of charisma. Constitution +1 not to exceed 20 with this feature.

Superior Advancement

Starting at 1st level, At first level, You have begun to master your mechanical form. Choose two advancements to make (cannot select any advancement twice):

Legs: +10 to movement speed and difficult terrain only reduces movement by 1/4

Torso: Gain +2 to AC.

Arms: add +1 to AC when dual wielding

Head: Gain superior dark vision +30 feet through magical or nonmagical darkness.

Overclocked Surge

Starting at 1st level, Once per long rest you can produce an anti-magic field up to 30 feet for 1 minute of concentration. Duration can be extended by 30 seconds indefinitely taking 1D10 Psychic damage due to the strain per extension. Unable to cast high level spells due to power strain of the field. Millisecond gaps in the field on your turn resulting in the ability to cast 1st level spells or cantrips that do not require concentration.

Sacrificial Enhancement

Starting at 1st level, At 1st level, Once you have access to sorcery points you can push your arcane science past its limit at the cost of your own survivability. You will have an infinite supply of sorcery points when unable to take a short or long rest. Whenever you use sorcery points you take 1d4 damage per sorcery point used.

Overclocked Sustainment

Starting at 6th level, anti-magic production is refined resulting in 2 uses per long rest and range of 90 feet. Can now cast up to 2nd level spells on your turn.

Arcane Science Melee

Starting at 14th level, 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 up to 1st level spells as a bonus action.

Alloy Hardening Enhancement

At 18th level, your body is so suffused with arcane science that it has become immune to slashing, bludgeoning and piercing. You have advantage on saving throws against spells and other magical effects as well as resistance to magical attacks.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: