Arcanovital Conduit (5e Subclass)

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Template:5e Subclass

Arcanovital Conduit[edit]

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 (Level 1)[edit]

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 (Level 1)[edit]

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 (Level 6)[edit]

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 (Level 14)[edit]

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 (Level 18)[edit]

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.