Arcanovital Conduit (5e Subclass)
Arcanovital Conduit[edit]
Sorcerer Subclass
Your body is a living crucible of raw arcane power—magic isn't just something you wield; it's something you are. As your sorcery deepens, your vitality strengthens, and your magical potential evolves into something genius-level and explosive. You are not merely a spellcaster—you are a walking, thinking conduit of invention and spellcraft.
- Vital Spark
At 1st level, Your arcane nature reinforces your physical form and surges through your body like a second heartbeat.
- Your hit point maximum increases by 2 per Sorcerer level.
- Whenever you spend Sorcery Points to cast a spell (via Flexible Casting or Metamagic), you gain temporary hit points equal to your character level + Charisma modifier (minimum 1).
- Spell Assimilation
At 1st level, Your mind is a multidimensional matrix of magical logic, capable of deciphering any spell structure through sheer arcane intuition.
- You can learn spells from any class’s spell list by spending 2 hours and 50 gold per spell level in study and experimentation.
- These spells count as Sorcerer spells for you, but do not count against your number of known spells.
- After finishing a long rest, you can prepare a number of these assimilated spells equal to your Charisma modifier (minimum 1).
- These assimilated spells can only be cast using your spell slots.
- Arcane Resilience
At 6th level, Your living magic forms a protective core, reinforcing your concentration and fortitude beyond natural limits.
- You have advantage on Constitution saving throws made to maintain concentration on spells.
- When you succeed on a Constitution saving throw to maintain concentration, you may spend 1 Sorcery Point to immediately regain the spell slot used to cast that spell (3rd level or lower), as long as the spell is still active.
- Spell Reactor Core
At 14th level, Your body becomes a true arcane conduit—capable of sustaining overwhelming magical forces while unleashing devastating backlash.
Dual Channeling.
- You can maintain two concentration spells at once for up to 1 minute.
- You must make separate Constitution saving throws for each spell if you take damage.
- If you lose concentration, you choose which spell ends.
- Once you use this feature, you must finish a short or long rest before using it again.
Reactive Feedback.
- You gain advantage on ability checks made to identify or interrupt a spell (such as Counterspell or Dispel Magic).
- When you successfully use Counterspell to negate a spell, the caster takes force damage equal to your character level × the spell’s level.
- This damage bypasses resistance, but not immunity.
- Living Conduit
At 18th level, You are a pure engine of arcane feedback, converting power into power, perpetually generating more magic than you use.
- At the start of your turn, if you have fewer than half your Sorcery Points, you regain 2 Sorcery Points.
- Also at the start of your turn, you regain hit points equal to 1d4 × your current Sorcery Points.
- Once per long rest, when you cast a spell of 5th level or higher, you can immediately cast a 2nd- or 3rd-level spell as part of the same action. This second spell does not consume a spell slot and does not require verbal, somatic, or material components.
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