Emotive Arcanist (5e Subclass)

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Emotive Arcanist[edit]

While bards and wizards learn to manipulate the Weave of magic, some sorcerers are so closely tied to it that their emotions cause magical outbursts. To an Emotive Arcanist, magic is second nature... which can cause problems when a burst of anger can summon a blast of fire. These sorcerers must learn to control their emotions, or be destroyed by them.

Emotive Aura

Whenever you cast a spell of 1st level or higher, roll a d20. On a 1, you cause an effect from the Emotive Aura table, based on the primary emotion you are feeling at that moment. If you experience a strong emotion, the DM may trigger this ability at their discretion.

Emotive Aura table
Emotion Effect
Anger You immediately cast Fire Bolt in a random direction, dealing additional damage equal to the spell level you cast. Additionally, you and creatures within 10 ft. of you must make a wisdom saving throw against your spell save DC. Creatures who fail must use their next action to take the attack action.
Fear You and creatures within 10 ft. of you must make wisdom saving throw against your spell save DC. Creatures who fail become frightened until the end of their next turn.
Joy You and creatures within 10 ft. of you regain hit points equal to the spell level you cast.
Melancholy Solid ground in a 15-ft. radius centred on you becomes soft and wet like a muddy swamp for 1 minute. The affected area becomes difficult terrain, and if a creatures remains in the same space for its full turn, it sinks into the ground, reducing its movement to 0. Once sunk, it may use half its movement to make a strength saving throw against your spell save DC. On a success, it frees itself. On a failure, its speed remains 0.
Surprise Creatures in a 30 ft. line must make a dexterity saving throw against your spell save DC. Creatures who fail take lightning damage equal to 1d12 + the spell level you cast, and are stunned until the end of their next turn. Creatures who succeed take half the damage. The damage dealt increase to 2d12 at 5th level, 3d12 at 11th level and 4d12 at 17th level. This effect immediately takes effect if you are surprised in combat.
Additional Spell Slots

When you convert sorcery points to spell slots, you may gain more than your maximum number of spell slots. At the beginning of each turn your number of spell slots exceeds its normal limit, you take force damage equal to the total number of slot levels above your maximum. For instance, if you have two additional 1st-level slots and one additional 2nd-level slot, you take 4 force damage at the beginning of each turn.


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