Arcanovital Conduit (5e Subclass)

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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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