Sorcerous Origin

A sorcerous origin describes the source of your innate magical power.

Arcane Heir

You come from a highly magical lineage, and have been bestowed a mantle of magical power. Perhaps you are the 8th child of an 8th child, born in a confluence of magical portent. Or perhaps you are simply an inheritor to secrets of deep arcane history. This origin emphasizes uncanny control over your magic, enhancing your spellcasting and metamagic abilities.

Arcane Savant

Your natural talent for a single school of magic allows you to cast spells of that school with elegant ease. When you take this origin at 1st level, choose a single school of magic from abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. You may cast one 1st level spell from this school without expending a spell slot. Once you have used this feature, you must complete a long rest before you can use it again.

You may choose an additional school at 10th level.

Grimoire

You have inherited a tome containing hidden arcane teachings. At first level, you are able to decipher three pages of the grimoire, granting you two 1st-level wizard spells of the same school chosen for your Arcane Savant feature. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you gain a level in this class, you can choose one of the wizard spells you know and replace it with another wizard spell from your chosen school. The spell must be of a level for which you have spell slots.

As your experience grows, you are able to decipher more pages of the book. When you choose a second Arcane Savant school at 10th level, you may choose 2 additional wizard spells from that school. Additionally, when you gain further levels in this class you may swap one of your wizard spells with another wizard spell from either school. The spells must still be of a level for which you have spell slots.

Ace Arcanist

At 6th level, your innate connection to the weave allows you to manipulate spells in ways that many spend their entire life training to do. When you cast a spell from your Arcane Savant school, you may use your Sorcery Points to gain one of the following benefits:



  • Abjuration. When you cast an abjuration spell, you may spend 2 Sorcery Points to grant the target resistance to spell damage for a number of minutes equal to your intelligence modifier (minimum of 1).
  • Conjuration. When you cast a conjuration spell that has a duration of 1 minute or longer and the subject of the spell is within 30 feet of you, as a bonus action you may spend 1 Sorcery Point to teleport the subject of the spell up to 30 feet to an unoccupied space that you can see. Alternatively, if the subject is a Small or Medium creature and they are willing, you may spend 2 Sorcery Points to swap places with them. You can teleport the subject a number of times equal to your intelligence modifier (minimum of 1).
  • Divination. When you cast a divination spell, you may spend 1 Sorcery Point to gain a glimpse of the near future. Roll a d20 and record the number rolled. For a number of hours equal to your intelligence modifier (minimum of 1), you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see. You must choose to do so before the roll. A foretelling roll can be used only once. When the duration has passed, you finish a long rest, or you cast another divination spell with this benefit, you lose an unused foretelling roll.
  • Enchantment. When you cast an enchantment spell on or more creatures, you may spend Sorcery Points to alter the creatures’ understanding so they remain unaware of being influenced by you. The number of creatures affected equals the number of Sorcery Points spent, up to your intelligence modifier (minimum of 1).
  • Evocation. When you cast a damage-dealing evocation spell, you may spend Sorcery Points to boost the damage dealt. For each Sorcery Point spent, you may maximize the damage dealt by one die roll of the spell. You may maximize a number of die rolls up to your intelligence modifier (minimum of 1).
  • Illusion. When you cast an illusion spell with a duration of 1 minute or longer, as an action you may spend 1 Sorcery Point to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the target. You can alter a spell this way a number of times equal to your intelligence modifier (minimum of 1).
  • Necromancy. When you cast a necromancy spell which forces targets to make a saving throw, you may spend Sorcery Points to impose disadvantage on one or more creatures’ saves. Alternatively, when you cast a necromancy spell which makes an attack roll against one or more creatures, you may spend Sorcery Points to gain advantage on the attack. The number of creatures affected equals the number of Sorcery Points spent, up to your intelligence modifier (minimum of 1).
  • Transmutation. When you cast an transmutation spell that has a duration of 1 minute or longer, as a bonus action you may spend 1 Sorcery Point to change the nature of the transformation (using the spell’s normal parameters for the transformation), provided that you can see the target. You can alter a spell this way a number of times equal to your intelligence modifier (minimum of 1).

These benefits may be used in conjunction with any metamagic option. When you choose a second school at 10th level, you may also use that school’s benefit.

Innate Intuition

Starting at 14th level, you can add half your proficiency bonus (rounded up) to any Intelligence check you make that doesn’t already use your proficiency bonus.

In addition, you may spend a Sorcery Point to gain advantage on any Intelligence (Arcana) check pertaining to spells and spell scrolls.

Metamagic Genius

By 14th level, you have discovered new and unique ways to manipulate metamagic. You gain one of the following metamagic options. When you gain your next metamagic option, you may choose between the remaining option below and the usual metamagic options for the sorcerer class .

  • Adapted Spell. When you cast a spell which deals, fire, cold, or lightning damage, you may spend Sorcery Points to change the damage type to any other one of these types. The Sorcery Point cost is equal to half the spell’s level, rounded up (minimum of 1).
  • Sculpted Spell. When you cast a spell with an area of effect shaped like a cone, cube, cylinder, or sphere, you may spend 2 Sorcery Points to sculpt the spell into another one of those shapes. The Spell Sculpting table shows the resulting dimensions of each sculpted area of effect.

Sorcerer Supreme

Beginning 18th level, you gain the ability to convert Sorcery Points into higher level Spell Slots. Creating slots of 7th level and above causes you to gain one level of exhaustion for each slot level above the 6th. The Advanced Spell Slot Creation table shows the cost of creating a spell slot of a given level.

Once you have used this feature, you must finish a long rest before you can use it again.

Advanced Spell Slot Creation
Spell Slot Level Sorcery Point Cost Exhaustion Level
6th 9
7th 11 1
8th 13 2
9th 16 3

Spell Sculpting
Spell Shape Sculpted Shape Dimensions
Cone Cube Cylinder Sphere
Cone cube width =
1/2 x cone length
cylinder height =
3/5 x cone length
cylinder width =
2/5 x cone length
sphere radius =
2/5 x cone length
Cube cone length =
2 x cube width
cylinder height =
7/5 x cube width
cylinder width =
4/5 x cube width
sphere radius =
3/5 x cube width
Cylinder cone length =
cylinder width
cube width =
cylinder width




sphere radius =
1/2 x cylinder width
Sphere cone length =
2 1/2 x sphere radius
cube width =
1 1/2 x sphere radius
cylinder height =
2 2/3 x sphere radius
cylinder width =
1 1/4 x sphere radius













image credits:

  • Oghma Infinium, (C) Zenimax Media
  • Arcanis the Omnipotent by Ryan-Alexander-Lee, (C) WotC

Changelog

v0.2
  • Replaced Arcane Savant
  • Recuded bonus spells to two sets of two, limited school selection
  • Removed copying spells into book
  • Limited Ace Arcanist to school choices from Arcane Savant
  • Added Innate Intuition as a ribbon ability
  • Removed thunder damage from Adapted Spell
  • Added long rest restriction and Exhaustion mechanic to Sorcerer Supreme
v0.1
  • Initial release