Arch Sorcerer (5e Subclass)

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Arch Sorcerer[edit]

Sorcerer Subclass

An Arch Sorcerer is a rare breed of sorcerers, born with a pure connection with the weave itself. They command the raw forces of magic itself, bending reality to their will. Arch Sorcerers are the embodiment of arcane mastery, able to manipulate magic with unparalleled precision, perform feats of immense power, and understand the mysteries of the multiverse. Their abilities allow them to alter the very fabric of magic around them.

Arch Sorcerer Spells

When you choose this subclass at 1st level, you gain the following spells at the indicated sorcerer levels, which count as sorcerer spells for you but don't count against the number of spells you know. You can replace any of the gained spells for a sorcerer spell from the abjuration or divination school.

  • 1st Level: Mage Armor, Magic Missile
  • 3rd Level: Misty Step, Levitate
  • 5th Level: Counterspell, Dispel Magic
  • 7th Level: Greater Invisibility, Banishment
  • 9th Level: Circle of Power, Teleportation Circle
Innate Knowledge

When you choose this subclass at 1st level, you gain proficiency in Arcana. You can also add your Charisma modifier to your checks with the Arcana skill.

Arcane Weaver

At 1st level, your connection to the ancient, fundamental forces of magic allows you to draw on energies that others can barely comprehend. You have gained the ability to tap into the Arcane Web — an intricate network of magical forces that exists within the very fabric of reality.

You can use your Arcane Web to manipulate magic more fluidly. When you cast a spell of 1st level or higher, you can choose to weave the spell. You can change the damage type of that spell, and re-roll one damage die of the spell and take the new result.

You may use this feature a number of times equal to your Charisma modifier (minimum of once). All expended uses are regained after finishing a long rest.

Arcane Mastery

At 6th level, you gain greater control over the arcane forces that flow through you. You can manipulate magic with supreme precision:

Precision Casting: When you cast a spell that requires an attack roll, you can add your Charisma modifier to the attack roll.
Spell Twisting: When you cast a spell that forces a creature to make a saving throw, you can spend Sorcery Points equal to twice the spell level and choose one creature affected by the spell to automatically fail its saving throw. Once you use this feature, you can't do it again until you finish a long rest.
Wellspring of Magic

At 14th level, your connection with the arcane allows you to tap into forgotten and forbidden magics. You can cast any sorcerer spell once, without spending a spell slot. The spell must be of 5th-level or lower, and not require Material components with a cost in gp.

After using this feature, you must finish a long rest before using it again.

Master of the Weave

At 18th level, you become one with the arcane forces that shape the multiverse. You can manipulate magic at will, granting you extraordinary powers:

Arcane Supremacy: You learn the Wish spell, This spell doesn't count against your maximum number of known Sorcerer spells.
Weave Mastery: You gain resistance to the damage of spells, and advantage on saving throws against spells. Also, any creature that casts a spell within 30 feet of you must succeed on a Constitution saving throw against your Sorcerer spell save DC or take force damage equal to half the level of the spell slot used.
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