Innate Mage (Black Clover Supplement)

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Innate Mage[edit]

Talent Over Hardwork[edit]

Innate Mages are blessed with the abilities to utilize magic ever since they were little, not needing to train like the rest. They think outside the box, learning things not even the most knowledgeable know.

Creating a Innate Mage[edit]

When creating an Innate Mage, ask yourself these questions; When did you realize your affinity for magic? Did you learn it by accident? Were you the best at your village? Did you came from a family where that is expected of you?

Quick Build

You can make an Innate Mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom.

Class Features

As a Innate Mage you gain the following class features.

Hit Points

Hit Dice: 1d6 per Innate Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Innate Mage level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose three from the following Skills: Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Innate Mage

Level Proficiency
Bonus
Mana Features
1st +2 4 Mana, Grimoire, Metamagic
2nd +2 8 Magic Flight
3rd +2 12 Innovation Path
4th +2 16 Ability Score Improvement
5th +3 20 Innovation Path (2)
6th +3 24 Unending Talent
7th +3 28 Resistant
8th +3 32 Ability Score Improvement
9th +4 36 Genius of Magic
10th +4 40 Metamagic (2)
11th +4 44 Innovation Path (3)
12th +4 48 Ability Score Improvement
13th +5 52 Will Over Intellect
14th +5 56 Innovation Path (4)
15th +5 60 Talented Increase
16th +5 64 Ability Score Improvement
17th +6 68 Innovation Path (5)
18th +6 72 Metamagic (3)
19th +6 76 Ability Score Improvement
20th +6 80 Unrivaled Magic Power

Mana[edit]

Starting at 1st level, you, as well as any other mage, has the ability to use Mana. Mana is an important aspect of every mage that has ever lived, as it is their source of "magic power", which is used to cast magic spells.

You have a number of Mana equal to your level added four times. Whenever you use mana for one of your features, it is spent. You regain all mana lost on a short or long rest.

Mana Types

There is a variety of mana types a mage can use, with some being beneficial while others being dangerous.

Mana. The normal mana, also known as just Mana, is located everywhere around the world and is the mana the great majority of mages use.
Dark Mana. Mana from the underworld is called Dark Mana in the living world, due to its more sinister quality. This mana boosts the power and capabilities of magic but carries the risk of corrupting the bodies, souls, and magic of both users and victims alike; thus, its usage is classified as Forbidden Magic.
Whenever you use Dark Mana, you must make a DC 5 + the amount of Dark Mana used Wisdom saving throw. On a failure, you become corrupted by dark magic and become Berserk until you are knocked unconscious. On a success, you can keep control of your body, however the DC increases by 1 (to a maximum of 30).
If you are an Pure Elf and become Berserk, your subrace is changed to Dark Elf.
If you are any other race however, when you become berserk you gain devil horns on your head that remain indefinetely unless you are a Devil Host.
Natural Mana. Natural mana is the magic acumulated by nature which can only be used by those skilled in the Mana Method.
Mana Exhaustion

A mage that uses all of their mana could end up with severe exhaustion and be rendered unconscious. When you are reduced to 0 Mana, you must make a DC 20 Constitution saving throw. On a failure, you receive two levels of exhaustion. On a success, you receive only one level of exhaustion, or none if you have Endurance. If you fail the saving throw by 5 or more, you are also knocked unconscious.

If your mana has been reduced to 0 or below, you won't regain any mana when making short rests until you make a long rest.

Grimoire[edit]

Also at 1st level, upon turning 15 years old, a mage can attend an annual ceremony where they receive a special book, known as a grimoire. At first, a grimoire is mostly empty, but as the user grows as a person, new spells are inscribed on the blank pages.

Magic Attributes

Unlike mana that exists in nature, the mana that is situated within mages has a specific nature to it, known as an attribute. These attributes are one of the aspects that differentiate one mage from another, with the attribute that a mage possesses is the one that they are born with. You must choose one of the Magical Attributes available at the Magic Attributes page.

Grimoire Origin

Grimoires vary in style, size, width, and even symbols. You gain one of the following grimoire covers based on the kingdom you received your grimoire:

Clover. Your grimoire came from the clover kingdom, having a clover in it's cover, generally being of 3 leafs. If you have the Blessed magic feat, your clover will have 4 leafs. If you choose the Devil Host magic path, your clover will have 5 leafs.

Diamond. Your grimoire came from the Diamond Kingdom, having a diamond on it's cover.

Heart. Your grimoire came from the Heart Kingdom, having a heart on it's cover.

Spade. Your grimoire came from the Spade Kingdom, having a spade on it's cover.

Grimoire Size

The size of a grimoire is defined by the potential and mana of it's wielder. Your grimoire will have one of the following sizes depending on your mana total:

Tiny. To receive this grimoire you must have a 10 or lower Charisma score. Your grimoire is very tiny, showing your very small amount of mana. This type of grimoire is rare even among commoners, since it's a absurd lack of mana and potential. You have a number of spells equal to half your level (rounded down).

Small. To receive this grimoire you must have a 12 on your Charisma score. Your grimoire is small, most commoners have this kind of grimoire, it has an ordinary potential but it's mana is still low. You have a number of spells equal to your level. Whenever you gain a level on this class, you have one new spell you can learn.

Medium. To receive this grimoire you must have at least 14 on your Charisma score. Your grimoire is medium, a few amount of commoners possess this type of grimoire while a majority of nobles have them. You have a number of spells equal to your level added twice. Whenever you gain a level on this class, you learn two new spells you can learn.

The following Grimoire sizes can only be obtained if you have the Coverless Grimoire magic feat.

Large. Once you have learned at least 40 spells, your grimoire reaches large size. You cannot carry your grimoire in your grimoire pouch anymore, having to carry it yourself or keeping it floating on the air at all times.

Huge. Once you have learned at least 50 spells, your grimoire reaches Huge size.

Gargantuan. Once you have learned at least 60 spells, your grimoire reaches Gargantuan size.

Spells

While you have small cantrips that help you slightly during the day to day life, the spells you obtain with your grimoire will be what truly define you as a Magic Knight. All of your spells are automatically written in your grimoire as you learn them, with all of them costing mana points.

Learning new Spells. You can learn new spells at the rate described at your grimoire size. You cannot forget or switch a spell once you learned it. You must learn a spell of your current Magic Knight Rank, which is described at the Magic Knight Rank table.

Creating Spells

Each spell a mage has is corresponding to his personality and generally follow a theme. Whenever you receive a new spell, you can create another spell or enhance one you already know. Regardless of what you do, you must use the Spell Creation system.

Casting Spells

Casting spells can be both easy and hard at the same time. Some spells require you to make an attack roll or the target to make a saving throw. The saving throw DC and spell attack bonus are calculated as follows:

Spell save DC: 8 + your proficiency bonus + your Charisma modifier.

Spell attack modifier: your proficiency bonus + your Charisma modifier.

Metamagic[edit]

Also at 1st level, you gain the ability to twist your spells to suit your needs.

Innate Magic

You tap into a deep wellspring of magic within yourself. This wellspring is represented by Magic points, which allow you to create a variety of magical effects.

Magic Points. You have Magic points equal to your Innate Mage level + your Charisma modifier. You regain all spent Magic points when you finish a long rest.

Innate Casting. You can use your magic points to replace mana while casting spells. Whenever you cast a spell, you can spend Magic Points up to the spell mana cost. The amount of mana used is reduced by the amount spent (to a minimum of 0).

Metamagic

You gain two Metamagic of your choice from the Metamagic Options. You gain another one at 10th and 18th level.

Whenever you gain a level on this class, you can change one of the Metamagics you know for another one you meet the prerequisites of.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Magic Flight[edit]

At 2nd level, you got the basics of Mana control down, so you became able to fly with objects. While on top of an object or vehicle that's not more than 1 category smaller than you, you can spend 1 Mana to grant that object flying speed equal to your walking speed + 5 times your proficiency bonus (no action required). You can fly on top of said object, and may keep hovering in the air.

You must spend 1 Mana at the end of every 10 minutes to keep the object flying.

You can only affect one object or vehicle at once with this feature, and may end your Magic Flight at will. This ends early if you have no mana remaining or fall unconscious.

Magic Power[edit]

At 2nd level, you start exhaling magic power. Magic Power originates from the soul, being a product of mana making its home inside of you.

Your magic power is equal to your level. However, your magic power can increase depending on your mana amount. For every 10 Mana you currently have, your Magic Power is increased by 1.

Magic Bullet. Magic Power grants mages the ability to use something called Magic Bullet. You can spend a number of mana up to your Spellcasting modifier (minimum of 1) as an action.

Make a number of Ranged Spellcasting attack rolls equal to the amount spent against one or more creatures within 30 feet of you. On a hit, they take xd4 (with X being your spellcasting modifier) of a damage type relating to your Magic Attribute.

This damage die increases to a d6 at 5th level, to a d8 at 11th level and to a d10 at 17th level.

You do not need to have your grimoire out to utilize this feature.

Magic Pressure. Mages can show their dominance and superiority by exerting pressure on others with weaker magical power. You can as a free action or as part of making an Charisma (Intimidation) check spend 1 mana to force one or more creatures (whose magic power is lower than yours) within X feets (10 times your magical power) of you to make a Strength saving throw. On a failure, they take xd4 (with x being your level) of a damage type appropriate for your magical attribute and gain a condition appropriate for your magical attribute. On a success, they take half as much damage and suffer no conditions.

Magic Forcefield. When a mage gets filled with overwhelming mana, they may choose to create a magic forcefield. Whenever you have at least 20 Magic Power, you can create a magic forcefield as a free action. The forcefield is a sphere that circles a 10 times half your magic power foot radius of you.

The Magic forcefield grants the following effects:

  • You have advantage on spell attack rolls against creatures inside the Magical Forcefield, and creatures have disadvantage on saving throws caused by your spells while inside. The creature must have a Magic Power lower than your own by 10 or more.
  • If a spell tries to hit a creature inside the Magical Forcefield, it automatically fails if the Magic Power of the user is 10 or more below yours.
  • Whenever an object or creature whose magical power is 10 or more below yours starts their turn in the area, they take damage as if they have failed a saving throw against your Magic Pressure feature.

You must spend 5 mana at the beginning of your turns to keep this active. Also, you can deactivate your Magic Forcefield at will.

Your Magical Forcefield can end early if you are reduced to 0 hit points or knocked unconscious.

Innovation Path[edit]

At 3rd level, you follow a path of innovation, in which only you may find what are the secrets of magic. You must choose one of the paths listed at the Innovation Paths.

Your path grants you features at 3rd level, 5th, 11th, 14th and 17th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Unending Talent[edit]

At 6th level, your talent is always there, with your innate abilities coming back quickly. You now regain your Magic Points on a short or long rest.

Resistant[edit]

At 7th level, your strength as a mage allows you to resist certain area effects. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Intelligence
  • Intuition - Wisdom
  • Repulsion - Charisma

You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

At 20th level, you can choose one additional saving throw to benefit from this feature.

Genius of Magic[edit]

At 9th level, no one compares to yourself in the capability of learning spells. Whenever you roll a Intelligence (Arcana) check to learn a new spell, you add your Charisma modifier (minimum of 1) to the total.

Will Over Intellect[edit]

At 13th level, when it comes to learning, your innate talent could crush any type of knowledge. Whenever you roll a Intelligence skill check, you can use Charisma instead of Intelligence for the modifier.

Talented Increase[edit]

At 15th level, your talent allows you to increase the power of all of your spells. Choose one of the following benefits:

  • The dice of all your spells are increased by half your Charisma modifier (rounded up).
  • The range of all of your spells increases by 10 times half your Charisma modifier (rounded up).
  • The radius of all of your spells that have a radius increases by 5 times half your Charisma modifier (rounded up).
  • The DC for all of your spells increases by +1.
  • The attack rolls for all of your spells increases by +1.

You may choose a different talent whenever you gain an ability score improvement. At 20th level, you may choose another talent to benefit from.

Unrivaled Magic Power[edit]

Finally at 20th level, your magical power is unrivaled, with the heat of battle only increasing said power. Whenever you roll for initiative at the start of combat, you gain a number of magic points equal to your Innate Mage level.

Innovation Paths[edit]

Path of Defense[edit]

The path of defense is only for the ones strong to their very core, acting as an impenetrable shield.

Defensive Magic

Starting at 3rd level, you have learned special techniques to enhance your Defensive spells. You gain 1 metamagic option of your choice that must require you to be part of the Path of Defense.

If you switch this metamagic when you gain a level, you must pick another metamagic option that requires you to be a part of the Path of Defense.

Rooted Defense

At 5th level, you are a force to be reckoned with on the battlefield. When you use an effect that gives you Temporary Hit Points, you gain an additional 15 Temporary hit points.

The amount of Temporary Hit Points increases to 30 at 11th level, and to 45 at 17th level.

Anchored Fighter

At 11th level, you’ve become a wall to your allies. While you have temporary hit points from a spell you have casted, you have advantage on saving throws against being pushed and so does any allied creature within 10 feet of you. Also, any creatures benefitting from this feature in that radius gain the benefits of Half Cover.

Unstoppable Protector

At 14th level, you’ve proven yourself a reliable shield for your allies and can rush to their aid when necessary. Whenever an ally is about to receive damage within your movement speed range, you can spend a reaction to cast one of your spells (regardless of their action cost). It can only be spells that do one or more of the following:

  • Temporary hit points.
  • Resistance to a damage type.
  • Immunity to a damage type.
  • Advantage against a saving throw.
  • Bonus to their AC.
  • Bonus to their saving throw.

You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses at the end of a long rest.

Insurmountable Bulwark

At 17th level, your role as the Guardian of your allies has been proven time and time again. Whenever you cast a spell that grants temporary hit points, it also grants a damage reduction to all damage but psychic equal to your proficiency bonus added twice.

Path of Healing[edit]

The path of healing aids the healing power of a mage, granting them healing output much above even the most experienced healing mages.

Healing Magic

Starting at 3rd level, you have learned special techniques to enhance your Healing spells. You gain 1 metamagic option of your choice that must require you to be part of the Path of Healing.

If you switch this metamagic when you gain a level, you must pick another metamagic option that requires you to be a part of the Path of Healing.

Rejuvenating Soul

At 5th level, your potential as a Healer is starting to come to fruition. When you cast a spell that would restore the hit points of the target, you can treat half of the Dice rolled as if they were the highest possible roll.

You can do this a number of times equal to your Charisma modifier. You regain all uses after receiving a long rest.

Cleansing Spirit

At 11th Level, slowly but surely, You’ve developed your style of healing to the point where you can now discern foreign mana presences and remove them. Whenever you cast a spell that makes a creature regain hit points, you may halve the amount of dice rolled for the spell to remove 1 disease currently affecting the target.

Soul Repair

At 14th Level, your skill in healing has reached a point where not only can it repair the targets’ body but it can now also start restoring their Mana. Once you heal a target with any healing spell, they also regain 1/4th of the total rolled in mana points, up to their maximum.

Miracle Worker!

At 17th Level, Throughout your time as a Healer, you’ve mastered the art of Healing to the point where you could be seen as an Avatar of sorts. You can temporarily overclock your magic, boosting your overall output and capability as a healer as a bonus action. This causes you to gain the following benefits:

  • You gain an Aura of 30ft around you. When you heal an ally in this radius, all other allies currently in this range gain ¼ of the HP the initial target was healed (they can only gain hit points this way once per turn). This effect does not stack if you use a spell that heals multiple people at once.
  • You gain temporary hit points equal to half your mana at the time of activation.
  • All allies in your range gain advantage on Constitution saving throws in order to avoid Disease and Conditions.
  • Whenever you roll for the amount of hit points a healing spell regenerates, if a dice roll lower than your Charisma modifier you may treat it as if it rolled your Charisma modifier.

This feature lasts for 1 Minute.

You can do this a number of times equal to half your proficiency bonus (rounded down). You regain all uses after taking a long rest.

Path of Movement[edit]

The path of movement focuses on utilizing movement enhancing spells in ways never seen before to reach new heights of speed.

Movement Magic

Starting at 3rd level, you have learned special techniques to enhance your movement spells. You gain 1 metamagic option of your choice that must require you to be part of the Path of Movement.

If you switch this metamagic when you gain a level, you must pick another metamagic option that requires you to be a part of the Path of Movement.

Boosted Speed

At 5th level, the mere use of magic can increase your speed. When you use a Metamagic, your movement speed doubles until the beginning of your next turn.

Fast Body

At 11th level, your body is also enhanced when your speed is. You roll Dexterity checks and saving throws with advantage whenever you Boosted Speed.

Reaction Speed

At 14th level, your reaction speed has increased by the constant use of magic. You have advantage on Initiative rolls.

Also, whenever you use a metamagic, you can do one additional reaction on the round.

Dexterous Expertise

At 17th level, you are one with speed, taking maximum advantage from acceleration. Whenever you gain advantage in Dexterity check or saving throw, you roll 3 dice instead of 2.

Path of Offense[edit]

The path of offense focuses on using offensive spells in an innovative manner never seen before, overwhelming your opponents with attacks.

Offensive Magic

Starting at 3rd level, you have learned special techniques to enhance your offensive spells. You gain 1 metamagic option of your choice that must require you to be part of the Path of Offense.

If you switch this metamagic when you gain a level, you must pick another metamagic option that requires you to be a part of the Path of Offense.

Power Increase

At 5th level, you can imbue more mana into a spell to increase the power of the blast. Once per turn when you cast a spell that deals damage, you can give it one of the following benefits:

  • The damage is increased by half your Charisma modifier (rounded down).
  • The range is increased by 10 times your Charisma modifier. This doesn’t work on touch range spells.
  • The radius is increased by 5 times your Charisma modifier.
  • The spell lasts for an additional number of rounds equal to your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier. You regain all uses after taking a long rest.

At 11th level, you can choose one additional benefit to grant at once. At 17th level, you can choose two additional benefits to grant at once.

Refined Increase

At 11th level, you have increased your options when imbuing mana into spells. The following benefits get available for choice:

  • The Spell’s attack rolls increase by +2.
  • The Spell’s DC increases by +2.
  • The Spell deals twice as much damage to objects and structures.
Perfected Increase

At 14th level, your mastery over your increases has reached its maximum. The following benefits get available for choice:

  • The Spell deals maximum damage to objects and structures.
  • The Spell ignores the Resistant feature on a failure, but the feature still applies on a success.
  • The Spell treats immunities as resistances and ignores resistances.
Permanent Increase

At 17th level, your power increases are so powerful that you are constantly under its effects. You can choose one power increase that doesn’t take a use from the Power Increase feature.

If you use more than one benefit, it takes a use of the feature as normal.

Metamagic Options[edit]

Accelerated Spell

Prerequisites: 17th level, Quickened Spell Metamagic, Path of Movement.

When you cast a spell that has a casting time of 1 bonus action, you can spend 2 Magic points to change the casting time to 1 free action for this casting.

Accelerating Spell

Prerequisites: 11th level, Path of Movement.

When you cast a spell that increases a creature's speed, you can spend 2 magic points to double the speed granted.

Careful Spell

Prerequisites: Path of Offense.

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 Magic point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Chilled Spell

Prerequisites: 5th level, Path of Offense.

When casting a spell that deals cold or necrotic damage, you may spend 2 sorcery points to cause creatures that took damage from that spell to make a Constitution saving throw. On a failed save, the creature is restrained until the end of your next turn.

This metamagic cannot be used on spells that already have restraining effects.

Cleansing Spell

Prerequisites: 11th level, Path of Healing.

When you cast a spell that makes creatures regain hit points, you can spend 2 magic points to make all creatures regain lost maximum hit points as well if it was reduced.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 Magic point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 Magic point to make the range of the spell 30 feet.

Empowered Spell

Prerequisites: Path of Offense.

When you roll damage for a spell, you can spend 1 Magic point to roll the maximum in a number of the damage dice up to your Charisma modifier (minimum of one).

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Evasive Spell

Prerequisites: 5th level, Path of Movement.

When you cast a spell that increases a creature's speed, you may spend 2 magic points to give the creature advantage on Dexterity checks and saving throws for the duration of the spell.

This metamagic can't be used on spells that already grant you advantage on those rolls.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Magic point to double its duration, to a maximum duration of 24 hours.

Flared Spell

Prerequisites: 5th level, Path of Offense.

When casting a spell that deals fire, lightning, or radiant damage, you may spend 2 sorcery points to cause creatures that were hit by, or failed the save against the spell to make a constitution saving throw. Those who fail the save are blinded until the end of your next turn.

This metamagic cannot be used on spells that already have blinding effects.

Focused Spell

When you cast a spell that requires concentration, you may spend 1 sorcery point to gain advantage on all Constitution saving throws you make to maintain concentration on it.

Forceful Spell

Prerequisites: Path of Offense.

When casting a spell that deals thunder or bludgeoning damage, you may spend 1 magic point to cause creatures that were hit by, or failed the save against the spell to make a strength saving throw. Those who fail the save are knocked prone.

This metamagic cannot be used on spells that already knock creatures prone.

Vigorous Spell

Prerequisites: Path of Defense.

When you cast a spell that grants creatures temporary hit points, you can spend 1 magic point to double the temporary hit points granted to one of the creatures affected.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Magic points to give one target of the spell disadvantage on its first saving throw made against the spell.

Health-Healing Spell

Prerequisites: 5th level, Path of Healing.

When you cast a spell that makes creatures regain hit points, you can spend 2 magic points to also remove one negative condition currently affecting one of the affected creatures. If a creature is suffering from exhaustion, they only lose only one level.

This metamagic can't be used on spells that already remove conditions.

Maximized Spell

Prerequisites: Path of Offense, Empowered Spell Metamagic, 17th level.

When you roll damage for a spell of 1st level or higher, you can spend a number of sorcery points equal to ¼ of the total mana cost of the spell (rounded up, minimum of 1) to deal maximum damage to one target of the spell.

You can use Maximized Spell even if you have already used a different Metamagic option during the casting of the spell.

Overcharged Spell

Prerequisites: 5th level, Path of Offense.

When you cast a spell that has only one target and requires you to make a spell attack roll, you can spend 2 magic points to increase the critical range of said spell, allowing you to score a critical hit on a roll of 19 or 20 on the d20.

Precise Spell

Prerequisites: 11th level, Careful Metamagic, Path of Offense

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 2 Magic points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and receives absolute no damage.

Protective Spell

Prerequisites: 17th level, Path of Defense.

Whenever you cast a spell that reduces damage by half, you can spend 3 magic points to reduce the damage by ¼ of its total.

Quickened Spell

Prerequisites: Path of Movement.

When you cast a spell that has a casting time of 1 action, you can spend 2 magic points to change the casting time to 1 bonus action for this casting.

Reckless Spell

Prerequisites: 5th level, Path of Offence.

When you cast a spell that makes one or more spell attack rolls, you can spend 2 magic points to grant yourself advantage in all spell attack rolls until the end of your current turn.

However, until the beginning of your next turn creatures have advantage on attack rolls against you.

Recovering Spell

Prerequisites: Path of Healing.

When you cast a spell that makes creatures regain hit points, you can spend 1 Magic Point to add your Charisma modifier to the total amount healed.

Reducing Spell

Prerequisites: 11th level, Path of Defense.

When you cast a spell that grants damage reduction to creatures, you can spend 2 magic points to increased said damage reduction by your proficiency bonus.

Resistant Spell

Prerequisites: 5th level, Path of Defense.

When you cast a spell that grants creatures resistance, you can spend 2 magic points to grant yourself resistance to one additional damage type that's not bludgeoning, slashing or piercing damage.

Restoring Spell

Prerequisites: 17th level, Recovering Spell Metamagic, Path of Healing.

When you cast a spell that makes creatures regain hit points, you can spend 3 magic points to make one of the creatures regain the maximum amount possible from the spell.

Revitalizing Spell

Prerequisites: 11th level, Path of Healing.

When you cast a spell that makes creatures regain hit points, you can spend 2 magic points to make the target gain temporary hit points equal to the amount healed.

These temporary hit points cannot be higher than your Innate Mage level added twice.

Saving Spell

Prerequisites: 11th level, Path of Defence.

When you cast a spell that causes creatures to roll saving throws with advantage, you can spend 2 magical points to grant one of the creatures affected a bonus to said saving throw equal to half your Charisma modifier (rounded down) for the duration of the spell.

Seeking Spell

Prerequisites: Path of Offense.

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 Magic point to ignore the effects of half- and three-quarters cover against targets of the spell.

Transporting Spell

Prerequisites: 5th level, Path of Movement.

When you cast a spell that moves you to another location, you can spend 2 magic points to double its range.

Tripled Spell

Prerequisites: 17th level, Twinned Spell Metamagic.

When you cast a spell that is incapable of targeting more than one creature at the spell’s current level and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's mana cost divided by 5 (minimum of 1) to target two other creatures in range with the same spell.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's mana cost divided by 10 (minimum of 1) to target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature.

Widened Spell

When you cast a spell that has an area effect, you can spend sorcery points equal to ¼ of the spell's total cost (rounded up, minimum of 1) to double each of the area's dimensions.

Multiclassing[edit]

You cannot multiclass into this class. You must start in this class and multiclass it out.

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