Sorcerer Bloodline: Arcane Magic

by FrostBladestorm

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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

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
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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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