Sorcerous Origin: Child of Magic
The child of magic sorcerer was born with an affinity for magic greater than most things on this or any plane. They have the ability to naturally generate and absorb magic. Because of this they are extremely valuable both to mages and outsider creatures. They are rare, not because they don't appear often enough in the world, but rather because when they do, they don't live for very long.
The sheer amount of additional magic they absorb puts a massive strain on their bodies. They typically lack the means of controlling it, and die fairly young and often to either physical or mental illness.
They will have little difficulty becoming mages and will be capable of powerful magic if they find a mentor to train them. But magic beyond their means tires them easily and wears out their bodies to the point of exhaustion that lasts for several days, if not death.
Child of Magic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Child of Magic 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.
Child of Magic Spells
Sorcerer Level | Sorcerer Spells |
---|---|
1st | magnify gravity, shield |
3rd | hold person, vortex warp |
5th | protection from energy, slow |
7th | banishment, dimension door |
9th | hold monster, modify memory |
The Sight
Beginning when you choose your sorcerous origin at 1st level, you can innately read the magic of the weave around you. You can cast detect magic at will, without expending a spell slot.
Unleash Power
At 1st level you can forgo your safety and make use of the magic coursing through you. You can use a bonus action to Unleash Power, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the Unleash Power at any time (no action required).
While your Unleash Power is active, you gain the following benefits:
- You gain resistance to all damage from spells and other magical effects.
- You have advantage on Intelligence, Wisdom and Charisma Saving Throws against spells and other magical effects.
- Every time you cast a spell choose a number of Metamagic Options equal to your proficiency bonus. They are automatically applied to the spell you cast if it is valid.
Once your Unleash Power ends you gain a level of Exhaustion for each round it was active minus half your highest level spell slot. You at minimum gain one level of Exhaustion.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Arcane Nullification
At 6th level you have gained more control over your body’s ability to naturally absorb magic. You learn the counterspell and dispell magic spells, which don't count against your number of sorcerer spells known.
You can cast one of them as a 3rd level spell without expending a spell slot.
If your Unleash Power is active you have advantage on the Ability Check for the used spell.
Once you use this feature you cannot do so again until you finish a short or long rest.
Spelleater
At 10th level you have mastered controlling the magic your body absorbs. While your Unleash Power is active and use your Arcane Nullification, if you successfully counter or dispel the effect of the spell, you regain sorcery points equal to the level of the spell.
Additionally while Unleash Power is active you ignore the effects of Exhaustion.
Overflowing Power
Starting at 16th level, your magic overflows into the spells you cast. While your Unleash Power is active, when you cast a sorcerer spell you can choose one of the following effects:
- If the spell deals damage, its damage is doubled.
- If the spell forces a saving throw you can force every affected creature to fail.
Once your Unleash Power feature ends, you gain levels of Exhaustion equal to twice the level of the spells you’ve cast that used this feature.
Additionally you can spend 1 sorcery point to extend the duration of Unleash Power by 1 minute.
Exhaustion
This subclass uses the Exhaustion Rules from the Expert Classes Unearthed Arcana.
While you are subjected to the Exhausted Condition you experience the following effects.Levels of Exhaustion.
This condition is cumulative. Each time you receive it you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
d20 Rolls Affected
When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
Spell Save DCs affected
Subtract your exhaustion level from the Spell save DC of any Spell you cast.
Ending the Condition
Finishing a Long Rest removed 1 level of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
V1.1 Changelog
Here's the list of changes made from the version 1.0 of the Child of Magic subclass
Changes
- Unleash Power now has a buffer before you start taking Exhaution Levels
- You now know counterspell and dispell magic and can cast them once, rather than just being able to cast them once
- Spelleater now specifies that the nullification of the spell has to have been a success to gain sorcery points
Child of Magic
Become a mighty being blessed by magic so powerful that it destroys everything, including you with this new Sorcerer subclass for Dungeons and Dragons 5th edition.
Version Info
This is Version 1.1 of the Child of Magic Sorcerer subclass, created by AnyDingo
Art Credits
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Front Cover: Counterspell by Ryan Yee
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Page 2: Violent Ultimatum by Raymond Swanland
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Page 3: Battle of Wits by Jason Chan
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Back Cover: Portal of Sanctuary by Randy Vargas
More of my homebrew can be found on my GMBinder profile.