Raw Magic (5e Subclass)

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Raw Magic[edit]

Sorcerer Subclass

You have large reserves of pure magical energy, whose origin may be unknown to you, or may be the result of exposure to magic energy.

Energy Manipulation

Starting at 1st level, you can release a surge of raw magical energy. When you hit a creature with a spell that deals acid, cold, fire, lightning, thunder or radiant damage, you can use your bonus action to replace the damage type with force damage.

Energy Expulsion

At 6th level, you have learned how to increase the potency of your raw arcane energy. Whenever you deal force damage with a spell, you can deal an additional 1d8 force damage to one creature that was damaged by the spell.

In addition, you can spend up to 5 sorcery points to increase this additional damage by 1d8 per point spent.

Arcane Carapace

Starting at 14th level, you have a permanent arcane aura that protect you from harm. Whenever you take acid, cold, fire, force, lighting, thunder or radiant damage, you can use your reaction to roll a d6. On a 5 or 6, you take no damage.

In addition, on a roll of 1 to 4, you gain 1 energy point. You can spend your energy points to fuel your Energy Expulsion feature, instead of sorcery points. You can accumulate a number of energy points equal to your Charisma modifier, and a point not used is spent after 1 minute.

One With Magic

Starting at 18th level, you start to merge with the essence of magic itself. You no longer age and can't die from old age. You also no longer need to breathe, eat drink or sleep.

In addition, you gain resistance to force damage and advantage on saving throws against spells and magical effects.

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