Arcane Soul, Variant (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Arcane Soul, Variant[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.

You might be a descendant of an ancient wizarding dynasty, where your innate sorcerous abilities merged with formal magical training. Or perhaps you grew up in an elven forest, where nature itself filled you with natural magic, and wise elves taught you the structure of spells. Maybe you discovered a powerful artifact that unlocked secret knowledge from both schools of magic, or you became the victim of a ritual that accidentally granted you sorcerous power and wizardly wisdom. Additionally, a Wizard could teach you complex magic formulas, and you complemented them with your intuitive sense of arcane.


Magic Researcher

Your intuitive understanding of magic and the Weave is so profound that you can learn 2 spells from the Sorcerer Spell List or Wizard Spell List. These spells are considered Sorcerer spells for you and do not count toward your known spells. Upon leveling up, you can replace these spells with others.

You can learn 2 additional spells at the 3rd, 5th, 7th and 9th levels.

Veil of Arcana

The surrounding Weave protects you from dangers. Your AC equals 10 + your Charisma modifier, instead of Dexterity modifier.

You can connect with your Arcane Focus so deeply that you can store it in your soul. You can summon or recall it (no action required). If your arcane focus is on the same plane as you, you can also summon it, no matter how far it is from you.


Weave Catalyst

Starting at 6th level, when you cast a spell, you can remove one of its verbal, somatic, or material components, unless they are consumed by the spell. When you cast a 1st-level or higher spell on your turn, your Arcane Focus allows you to cast a cantrip as a bonus action, even if the cantrip normally requires an action.

Furthermore, your predisposition to arcana allows you to cast spells inside an antimagic field, but you gain level of exhaustion equal to the spell's level. You need to take a long rest to reduce the level exhaustion by 1.


Advanced Telekinesis

Where others learn to fly, you dig deeper. By dissecting spells into their fundamental components and rebuilding them, you found a way to move objects by force of will. As a bonus action, you should concentrate to activate the following abilities:

You can lift yourself to the air as if casting the fly spell.

Alternatively, you can lift another willing creature (or the load, that is not attached to the ground, being held, or worn) up to your maximum encumbrance limit within 30 feet of you, and move the lifted creature or load up to 30 feet in any direction.

It ends if you stop concentrating (no action required). You can't cast spells that require concentration while Advanced Telekinesis is active.


Arcane Soul

Starting at 18th level, the Advanced Telekinesis feature no longer requires concentration. When you cast a spell, you can recover a number of Sorcery Points equal to the spell's level. You can't go beyond your maximum number of Sorcery Points using this feature.

Additionally, you learn to create a 6th-level and higher Spell Slot from Sorcery Points, but power requires effort and sacrifice. You get level of exhaustion for creating high-level Spell Slots as shown below:

Spell Slot Level Sorcery Point Cost Exhaustion level
6th 9 0
7th 10 1
8th 11 2
9th 13 3
0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses