Innate Sorcerer (5e Subclass)
Innate Sorcerer[edit]
![]() |
---|
Fern Frieren: Beyond Journey's End |
Innate Sorcerers are born with an undeniable connection to magic, a force that flows through their very blood. With this subclass, you tap into deep, inherent arcane power, gaining spells that reflect your natural gift for sorcery. These powerful spells come to you as if they've always been a part of you, with minimal need for study or practice, and you are capable of extraordinary feats of magic that others can only dream of.
- Innate Sorcerer
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Innate Sorcerer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Sorcerer Level | Spells |
---|---|
1st | shield, silvery barbs, Zoltraak |
2nd | misty step, |
3rd | Fireball, counterspell |
4th | dimension door, polymorph |
5th | hold monster, reincarnate |
- Sense Magic
Starting at 1st level, you can naturally feel the presence of the weave around you. As a Bonus Action, you can detect the presence of arcane auras within 60 feet of you, until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and regain uses after finishing a long rest.
- Flight magic
At 6th level, your connection to the arcane allows you to defy gravity. When you cast the Fly spell, you can extend it's cast time to 10 minutes. If you do so, the duration of the spell extends to 24 hours. This version of the spell don't require concentration, but you can't concentrate on other spells while Fly remains active.
Once you use this feature, you can't do it again until you finish a long rest.
- Raise Object
At 6th level, your deep bond with magic allows you to manipulate objects effortlessly, even through the air. You gain the ability to use your staff or spell focus as a conduit to move objects with your magic. As a bonus action, you can target an object you can see within 30 feet of you and manipulate it with your magical power. You can move the object up to 30 feet in any direction, as long as it doesn’t exceed the maximum weight limit.
The maximum weight of the object you can move is calculated by multiplying the total weight of your inventory (items you're carrying or wearing) by your Charisma modifier. For example, if your inventory weighs 10 lbs and your Charisma modifier is +3, you can move objects up to 30 lbs.
If you have a fly speed, objects you move with this ability also gain the ability to levitate, traveling through the air along with you. The object will float at your side and follow your movement, provided you maintain the movement as a bonus action. If you drop concentration or stop controlling the object, it will fall to the ground.
- The Honored One Magic
At 14th level, you have honed your spellcasting to a rapid and efficient technique, allowing you to cast multiple spells in a single turn. When you use your bonus action to cast a spell of 1st level or higher, you can cast another spell of 1st level or higher as part of your action. However, only one of these spells can be of 3rd level or higher, and their combined levels can't surpass 5th.
- Thousand Year Magic
Starting at 18th level, when you cast a spell, you can recover a number of sorcery points equal to the level of that spell. You can't go beyond your maximum number of Sorcery Points using this feature.
Back to Main Page → 5e Homebrew → Character Options → Subclasses