## Arcane Descendant
### A Sorcerous Origin
You are the descendant of mage of great renown, a specialist in one of the eight schools of magic, whose mastery was so complete that their lineage was marked by magic. Whether this ancestor was many generations past, or your own parent, their arcane mastery has again manifested in you. You have an innate access to magic and an affinity to your ancestor's favorite school of magic, able to wield it to great effect.
##### Arcane Descendant Features
| Sorceror Level | Feature |
|:----:|:-------------|
| 1st | Arcane Inheritance, Ancestral Knowledge |
| 6th | Progenitor's Gift |
| 14th | Imbued Blood |
| 18th | Spell Master's Legacy |
#### Arcane Inheritance
At 1st level, choose one type of school of magic that was your ancestor's special focus. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell, you can choose the new spell from the wizard spell list if it is from your ancestor's school of magic.
In addition, you learn a cantrip and 1st-level spell from the wizard spell list in that school of magic. The cantrip and spell are always a sorcerer spell for you, but they don't count against your number of sorcerer spells or cantrips known.
#### Ancestral Knowledge
You inherited more than just an instinct for magic from your ancestor. At 1st level, choose Arcana, History, Investigation, or Religion. You gain proficiency in that skill.
#### Progenitor’s Gift
At 6th level, your sorcerous power flows more naturally to spells from your ancestor’s school of magic. You gain additional sorcery points equal to your proficiency bonus. You may only spend the additional sorcery points on Metamagic for spells in your ancestor's school of magic.
Additionally, when you cast a spell from your ancestor's school of magic, you can cast it by spending a number of sorcery points equal to the spell’s level instead of expending a spell slot.
#### Imbued Blood
Starting at 14th level, the magic in your blood protects you with its arcane essense when drawn. When you take damage, you can use your reaction to do any one of the following things. If the effect is marked with your anscestor's school of magic, use the [**bolded**] quantity instead. Once you use this feature, you can’t use it again until you finish a short or long rest.
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- **Abjuration.** You gain temporary hit points equal to two [**four**] times your sorcerer level.
- **Conjuration.** You teleport up to 40 feet [**80 feet**] to an unoccupied space of your choice that you can see.
* **Divination.** You can see inivisble creatures [**gain true-sight**] until the end of your next turn.
* **Enchantment.** Any number of creatures within 5 feet [**20 feet**] of you can’t take reactions until its next turn.
* **Evocation.** Any number of medium or smaller creatures within 5 feet of you is pushed 5 feet [**20 feet**] away.
* **Illusion.** You become invisible for 1 minute [**5 minutes**]. You become visible if you attack or cast a spell.
* **Necromancy.** Any number of creatures within 5 feet [**20 feet**] of you has disadvantage on their next attack.
* **Transmutation.** You gain a flying speed equal to your current movement speed for 1 minute [**5 minutes**].
#### Spell Master’s Legacy
At 18th level, you have a genetic memory of one of your ancestor’s signature spells that allows you to cast it at will. Choose a wizard spell of 1st-level or 2nd-level in your ancestor’s school of magic that you know. You can cast that spell at will as if expending a 2nd-level spell slot. If you want to cast the spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in self reflection, you can exchange the spell you chose for a different wizard spell of 1st or 2nd-level in your ancestor's school of magic.
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### Change Log (Current v 1.3)
##### 1.3
- Tasha's Abberant Mind made me realize that the 6th level feature was a bit underpowered. The 6th level feature has been improved to also allow the sorcerer to cast spells in their ancestor's school of magic using sorcery points equal to the spell level (like Abberant Mind).
##### 1.2
- Changed Progenitor's Gift. Now only works with metamagic & scales with proficiency. The spell slot language was clunky, and I think the design works better when it encourages metamagic use. Scales with proficiency so the text is cleaner and the ability improvement is more steady.
- Reworked Imbued Blood. Added four new options. Assigned each option a school. Option improves if it matches anscestor's school.
##### 1.1
- Arcane Inheritance. Now lets you choose any spell in your ancestor's school, and gives you an additional cantrip.
- Imbued Blood. Teleport from 120 ft to 60 ft.
- Imbued Blood. Invisibility ends when you cast a spell or attack.
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##### Discussion
As a note on flavor, I think this works equally well for a character that was somehow significantly exposed to a school of magic, or perhaps created by a particular school of magic.
##### Artwork Artist Credit
- Tyler Jacobson - ["Opt"](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=opt)
- Trevor Hairsine - ["Cloud Key"](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=cloud+key)
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### About Me & Additional Homebrews
I'm fasciniated by ways that the flavor of playing a class or sub-class can express itself both in-game and out of game at the same time, bringing you closer to your character. I've brewed up an Artificer class that lets the player create inventions that cast spells, and the Gambler sub-class that allows the player to take risks on rolling dice, hoping to hit it big!
Other than that, I like to homebrew rules and whatever comes to mind. Brewing is a creative challenge - how to best fit cool ideas into the 5e System.
Reddit handle: [u/sonaplayer](https://www.reddit.com/user/sonaplayer/posts/)
### Content
##### -Classes-
##### [The Artificer](https://homebrewery.naturalcrit.com/share/rkbVdRUOI4)
**A Customizable Short-Rest Full Caster**
Build your own inventions as the Artificer. Quite different than Wizards of the Coast's version, this Artificer allows you to allocate resources into spells and class features to build a character with unique inventions and play styles.
##### -Sub-Classes-
##### [The Gambler](http://homebrewery.naturalcrit.com/share/S1-SRiz8zz)
**A Roguish Archetype**
Take risks and roll big with this sub-class for the Rogue which goes all-in for big payouts!
##### [Path of the Brawler](http://homebrewery.naturalcrit.com/share/ryKphU8qm)
**A Primal Path**
This Barbarian sub-class let's you get close and personal with new and improved ways to use grappling and shoves.
##### [Path of the Fury Shaman](http://homebrewery.naturalcrit.com/share/SyWavcycOz)
**A Primal Path**
Fuel magic by channeling your rage. By entering a unique rage called a trance, the Fury Shaman casts spells.
##### [Arcane Descendant](http://homebrewery.naturalcrit.com/share/BkKd3kQbX)
**A Sorcerous Origin**
Your ancestor was a powerful wizard. Your blood was marked with an affinity for their school of magic.
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> ##### Personal Credits
> Special thanks to:
- The [Homebrewery](http://homebrewery.naturalcrit.com/), for making homebrewing fun, visually appealing, and professional.
- [r/UnearthedArcana](https://www.reddit.com/r/UnearthedArcana/) for taking the time to read and review what I write.
- Anyone using my content! Thank you for making all this time even more worthwhile.
##### -Rules-
##### [Variant: Jumping Rules](http://homebrewery.naturalcrit.com/share/Sk-D5r2Vbz)
**For Jumping Higher and Longer**
The Rules As Written let you jump a fixed distance based on your strength score and modifier. These rules let you jump a little further with a Strength (Athletics) check.
##### [Combat Poison System](http://homebrewery.naturalcrit.com/share/H1-MTDwlm7)
**For Crafting Poisons and Using Them in Combat**
These rules introduce a crafting system to create poisons from materials you find in the environmental, and a combat poison system that allows you to choose for a list of poisons and use them like spells.