Scion (5e Subclass)

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Your innate magic comes from an ancient lineage born during an age of glory, such as the Empire of Netheril of the Forgotten Realms® or the Suel Imperium of the World of Greyhawk®. Your ancestors wielded spells that rivaled the gods and crafted artifacts that shook the pillars of heaven; even generations after their fall a trace of their legendary power courses through your veins. Will you follow after your ancestors' footsteps, or use their legacy to forge a different path?

Ancient Magic[edit]

Your bloodline allows you to learn spells from the wizard class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Fabled Lore[edit]

You can speak, read, and write an ancient or dead language tied to your bloodline; work with your DM to find an appropriate language, such as Loross (High Netheril, Forgotten Realms®), Nestari (Ancient Elvish, Dragonlance®), or Suloise (Suel Imperium, World of Greyhawk®). Alternatively, you may gain fluency in either Draconic, Ruathlek (the language of illusion, Forgotten Realms®'), or Magius (the language of magic, Dragonlance®).

Additionally, if you are not already proficient in the Arcana skill you gain proficiency with it, and you also gain expertise in the Arcana skill, which means your proficiency bonus is doubled for any ability check you make with it; if your Arcana skill is already benefiting from a feature, such as Expertise, that doubles your proficiency bonus, you may select another skill or tool that you are proficient with.

Master of Counterspelling[edit]

At 6th level, you learn the counterspell spell, which doesn't count against your number of sorcerer spells known. In addition, if you successfully counterspell a spell that targets only you, that spell is reflected as if by a ring of spell turning and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

You add half your proficiency bonus, rounded down, to any Charisma check you make to cast counterspell against a spell of a higher spell level than the slot you used. At 10th level you instead add your full proficiency bonus to your counterspell Charisma checks.

Use Magic Device[edit]

By 14th level, your bloodline has enhanced your natural abilities, allowing you to use items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Arcane Fire[edit]

Beginning at 18th level, you gain the ability to channel arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged spell attack with a range of 150 ft. that deals 1d6 damage per point of your Charisma modifier (minimum 1d6) plus 1d6 damage per level of the sorcerer spell slot used to create the effect (0d6 for a cantrip).

For example, if you have a Charisma of 20 and you channel a 5th-level slot into arcane fire you deal 10d6 points of damage to the target if it hits. The damage dealt is of no particular type—it is a purely destructive impulse.

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