Arch Sorcerer (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search
Scales.png This page is of questionable balance. Reason: Numbers seem busted. Features do not follow standard Sorcerer Origin patterns (1, 6, 14, and 18), and seem even more frontloaded than usual for 5e. Pain of the Sky increases to 3d8 at level 5, but you get it at level 6? This subclass appears as though it's additive to base sorcerers instead of a flavorful specialization. You largely get more of the base class.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing lore on how this origin occurs.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Arch Sorcerer[edit]

Sorcerer Subclass


Magically Enhanced

Starting at 1st level your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Additionally you gain 1 hit point and an additional 1 for every level up in this class.

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, 9th, 14th and 20th level.

Sharpshooter

Starting at 2nd level casting a ranged spell on a target who’s within 5 feet doesn’t impose disadvantage.

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.

Enhanced Cantrip

Starting at 3rd level two damaging cantrips of your choice increases in damage by one die.

Extra Attack

Starting at 6th level, you can now take the cast a spell action twice instead of once.

Powerful Spells

At 6th level, you begin to master the essence of magic, using it to punish your foes more heavily than other casters. You can add your Charisma modifier to damage rolls 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. Furthermore, you can choose an additional Metamagic talent to add to those already known.

Pain of the Sky

Starting at level 6, You can spend 1 sorcery point to add an additional 2d8 force damage to any spell or weapon attack. That damage increases to 3d8 at level 11, 4d8 at level 14, 5d8 at level 17, and 6d8 at level 20.

Counterattack

Starting at 14th level if a target within 5 feet of you misses with a melee attack you can use your reaction to cast a cantrip as a counterattack.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses