Arcane Sorcerer manipulating the Veil
Sorcerer: Arcane Magic
Your blood flows with pure magic from the Veil, connecting your soul to the heart of the arcane. You might have been born into a powerful arcane family, or perhaps been blessed with magic from an ancient being. No matter how your power developed, you have an unmatched arcane strength that allows you to challenge even the strongest archmages.
Arcane Magic Features
Sorcerer Level | Feature |
---|---|
1st | Codex Arcanum, Diversity of Arcana |
6th | Cantrip Potency |
14th | Spacial Rift |
18th | Apotheosis |
Codex Arcanum
At 1st level, you're magical ancestry awakens as additional knowledge. Choose one school of magic. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the sorcerer spell list or from the chosen school of magic. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, you learn additional spells based on your chosen school of magic, as shown in one of the following tables below. These spells are sorcerer spells for you, but
Art: Keiran Yanner
they don't count against your number of sorcerer spells known. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from your chosen school of magic and from the sorcerer, warlock, or wizard spell list.
Abjuration Spells
Sorcerer Level |
Spells |
---|---|
1st | mage armour, protection from evil and good |
3rd | aid, warding bond |
5th | dispel magic, protection from energy |
7th | freedom of movement, stoneskin |
9th | dispel evil and good, planar binding |
Conjuration Spells
Sorcerer Level | Spells |
---|---|
1st | fog cloud, floating disk |
3rd | find steed, misty step |
5th | conjure animals, create food and water |
7th | conjure minor elementals, dimension door |
9th | conjure elemental, teleportation circle |
Divination Spells
Sorcerer Level | Spells |
---|---|
1st | detect evil and good, identify |
3rd | augury, locate object |
5th | clairvoyance, tongues |
7th | arcane eye, locate creature |
9th | legend lore, telepathic bond |
Enchantment Spells
Sorcerer Level | Spells |
---|---|
1st | animal friendship, command |
3rd | calm emotions, enthrall |
5th | fear, remove curse |
7th | compulsion, dominate beast |
9th | dominate person, modify memory |
Evocation Spells
Sorcerer Level | Spells |
---|---|
1st | faerie fire, magic missile |
3rd | darkness, shatter |
5th | daylight, sending |
7th | fire shield, resilient sphere |
9th | bigby's hand, wall of force |
Illusion Spells
Sorcerer Level | Spells |
---|---|
1st | disguise self, silent image |
3rd | invisibility, mirror image |
5th | hypnotic pattern, major image |
7th | greater invisibility, hallucinatory terrain |
9th | mislead, seeming |
Necromancy Spells
Sorcerer Level | Spells |
---|---|
1st | false life, inflict wounds |
3rd | blindness/deafness, gentle repose |
5th | animate dead, revivify |
7th | black tentacles, blight |
9th | contagion, raise dead |
Enchantment and Necromancy
In the published material, there isn't any 3rd level enchantment and only one 4th level necromancy spell. Instead, these spells come from other schools of magic. If you use homebrew spells, consider replacing these spells with other options.
Transmutation Spells
Sorcerer Level | Spells |
---|---|
1st | create or destroy water, feather fall |
3rd | alter self, levitate |
5th | haste, slow |
7th | control water, polymorph |
9th | animate objects, awaken |
Diversity of Arcana
Also at 1st level, you gain proficiency in the Arcana skill. When you finish a long rest, you can replace one spell of your choice with another spell of the same level.
When you reach 3rd level, instead of replacing a spell when you finish a long rest, you can instead replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
Cantrip Potency
Starting at 6th level, your damaging cantrips gain an increased potency. When you cast a damaging cantrip, you can apply one of the following two benefits:
- You gain a bonus to one of the cantrip's damage rolls equal to your Charisma modifier (minimum of +1)
- When a creature succeeds on a saving throw against a damaging cantrip you cast, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Spacial Rift
Beginning at 14th level, you can warp the space around you. The first time you expend one or more sorcery points for a Metamagic option on your turn, you can teleport up to 60 feet to an unoccupied space you can see. You can teleport before or after casting the spell with the Metamagic option.
Apotheosis
Finally, at 18th level, you can temporarily bypass the restrictions around your magic. As an action, you gain the following three benefits for 1 minute.
- You can use any Metamagic option of your choice, not just the ones you know.
- You can use two Metamagic options on a spell when you cast it, instead of one. A spell cannot benefit from the same Metamagic option twice.
- You have resistance to damage from spells.
Once you use this action, you must finish a long rest or expend 5 sorcery points to use it again.
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