Arcane Soul (5e Subclass)
Arcane Soul[edit]
Sorcerer Subclass
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 are inherited through the bloodline. The arcane magic in the blood is too weak and subtle on most occasions, but sometimes one family member happens to acquire magical abilities innately.
You might be a descendant of an ancient wizarding dynasty, where your innate sorcerous abilities merged with formal magical training. Or perhaps you grew up in an elven forest, where nature itself filled you with natural magic, and wise elves taught you the structure of spells. Maybe you discovered a powerful artifact that unlocked secret knowledge from both schools of magic, or you became the victim of a ritual that accidentally granted you sorcerous power and wizardly wisdom. Additionally, a Wizard could teach you complex magic formulas, and you complemented them with your intuitive sense of the arcane.
- Magic Researcher
Your intuitive understanding of magic and the Weave is so profound that you can learn 2 spells from the Sorcerer Spell List or Wizard Spell List. These spells are considered Sorcerer spells for you and do not count toward your known spells. Upon leveling up, you can replace these spells with others. You can also replace these spells with others during long rest. The number of spells to replace during the rest is equal to your Intelligence modifier.
You can learn 2 additional spells at the 3rd, 5th, 7th and 9th levels.
- Veil of Arcana
The surrounding Weave protects you from dangers. Your AC equals 10 + your Charisma modifier, instead of your Dexterity modifier.
You can connect with your arcane focus so deeply that you can store it in your soul. You can summon or recall it (no action required). If your arcane focus is on the same plane as you, you can also summon it, no matter how far it is from you.
- Weave Catalyst
Starting at 6th level, when you cast a spell, you can remove one of its verbal, somatic, or material components, unless they are consumed by the spell.
When you cast a 1st-level or higher spell on your turn, your Arcane Focus allows you to cast a cantrip as a bonus action, even if the cantrip normally requires an action.
Furthermore, your predisposition to arcana allows you to cast spells inside an antimagic field, but you gain level of exhaustion equal to the spell's level. You need to take a long rest to reduce the level exhaustion by 1.
- Advanced Telekinesis
By dissecting spells into their fundamental components and rebuilding them, you found a way to move objects by force of will. As a bonus action, you may concentrate to activate one of the following:
- Fly: You lift yourself as if under the fly spell.
- Telekinesis: Move a willing creature or unattended object (within encumbrance limit) up to 30 feet in any direction within 30 feet.
This effect ends if you stop concentrating. You can't maintain concentration spells while using Advanced Telekinesis.
- Arcane Soul
Starting at 18th level, the Advanced Telekinesis feature no longer requires concentration.
When you cast a spell, you can recover a number of Sorcery Points equal to the spell's level. You can't go beyond your maximum number of Sorcery Points using this feature.
Additionally, you learn to create a 6th-level and higher Spell Slot from Sorcery Points, but power requires effort and sacrifice. You get level of exhaustion for creating high-level Spell Slots as shown below:
Spell Slot Level Sorcery Point Cost Exhaustion level 6th 9 0 7th 10 1 8th 11 2 9th 13 3
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