Arcane Origin, Variant (5e Subclass)
From D&D Wiki
Sorcerer Sorcerous Origin: Arcane Origin (Variant)
When people say it is all in the blood, they are not joking. In a family of wizards, years of study and research for arcane knowledge inherits through the bloodline. The arcane magic in the blood is too weak and subtle in most occasions, but sometimes one of the member in the family happens to acquire magical abilities innately.
In the past, it was common for wizard families to specialize in one school of magic, at the cost of giving up other schools of magic. In few families that practice this tradition so far, sometimes a sorcerer is born with magical abilities of the school of magic the family has given up. In this case, it is only a matter of time before this particular member becomes a black sheep in the family.
Your innate magic comes from your family's extensive study on magical power and knowledge. Your magical power may the essence of researches conducted by your ancestors, the pinnacle of years and years of experiments, the pride of your family name. Or your magic can be of a kind your family has despised since its establishment, whether because it was deemed unworthy or profane by the founder, or because of an incident it was involved in that almost perished the entire house. However it came to be, there is no doubt that your magic is rightfully yours to wield, whether or not it pleases the other members your family.
- Bonus Proficiencies
Starting at 1st level, you gain proficiency in Arcana skill, and you learn one langauge of your choice.
- Arcane Heritage
At 1st level, you choose a school of magic of your choice as your arcane heritage. Choose one 1st-level sorcerer spell you know, and replace it with one 1st-level spell from the wizard spell list This spell must be of a school of magic you have chosen as Arcane Heritage. This spells is considered to be a sorcerer spell for you.
Additionally, whenever you gain a level in this class and replace a sorcerer spell you know with another sorcerer spell, you can instead replace it with a spell from the wizard spell list. This spell must be of a level for which you have spell slots, and of a school of magic you have chosen as your arcane heritage. This spell is considered to be a sorcerer spell for you.
- Life Tap
Starting at 6th level, whenever you take a short rest, you may spend three Hit Dice of the same size. If you do this, roll a die of a size you spent, and you regain sorcery points equal to the die roll.
- Improved Metamagic
When you reach 14th level, you gain one additional Metamagic option of your choice.
Additionally, you choose one Metamagic option you know. Whenever you use the chosen Metamagic option on the spell of a school of magic you have chosen as your arcane heritage, you may apply the effects below:
- Careful Spell. When this Metmagic option is used on the spell that forces a saving throw to take only half damage, when the target creature automatically succeeds on its saving throw by the effect of this Metamagic option, it instead takes no damage.
- Distant Spell. When this Metamagic option is used on the spell that requires you to make an attack roll, the spell ignore half cover and three-quarters cover, and you may can your Charisma modifier to the damage it deals on a hit (a minimum of 1).
- Empowered Spell When you choose the dice with this Metamagic option, instead of rerolling them, you can take the maximum number of the dice. If you do this, immediately after you cast that spell, you take 1d12 necrotic damage for each die you took the maximum number this way. This damage ignores resistance and immunity.
- Extended Spell. When you use this Metamagic option on the spell that requires concentration to keep the spell's effect active, you can instead choose to keep the spell's effect active without concentration for the duration of your choice, up to half the maximum of the time you can concentrate on that spell.
- Heightened Spell. When this Metamagic option is used on the spell that forces multiple creatures to make a saving throw, you can choose a number of those creatures up to your Charisma modifier (minimum of one creature) to give disadvantage to the first saving throw made against the spell.
- Quickened Spell. On the turn you cast a spell of 1st level or higher with this Metamagic option applied, you can use your action to cast another spell of 1st level or higher. The spell you cast this way must be of a school of magic you have chosen as your Arcane Heritage.
- Subtle Spell. When you cast a spell with this Metamagic applied, you can cast that spell without any material components, unless the spell indicates a cost for material components.
- Twinned Spell. When you use this Metamagic option on the spell, you can target a third creature in range with the same spell.
- One with the Magic
Starting from 18th level, when you create a spell slot with Flexible Casting feature, you can reduce the sorcery point cost by 1, to a minimum of 2. If you do this, the spell slot created this way must be used to cast a spell of a school of magic you have chosen as your arcane heritage.
Additionally, whenever you use Metamagic options on the spell of a school of magic you have chosen as your arcane heritage, the sorcery point cost is reduced by 1, to a minimum of 1.