D&D 5E Arcane Bloodline (Draft Generic Sorcerer)

SkidAce

Legend
Supporter
This kind of sorcerer is suited for my home campaign, an unspecificed arcane source of magic. The intent is to have the character generic in ability, but sometimes focused by theme (via spell choice, not discussed here). It needs to fit its roles, not necessarily be balanced against the other bloodlines or even other classes, although I have tried to get close.


ARCANE BLOODLINE
As a generic sorcerer, the character may have either CHA or CON designated as its spell casting ability. (Player can choose a hardy channeler or smooth enchanter type.)

Level 1: Magic Sensitive, Gains the ability to cast Detect Magic once per short rest. Detect Magic is also added as a bonus spell to the spells known list.
Level 1: Manipulate Magic, Gains two sorcery points, and one meta magic at first level instead of second and third. These are cumulative with those gained later at 2nd and 3rd level.
Level 6: Thwart Magic, Gains the ability to cast Counterspell once per short rest. Counterspell is also added as a bonus spell to the spells known list.
Level 14: Gains the ability to cast Telekinesis once per short rest. Telekinesis is also added as a bonus spell to the spells known list. (this one is iffy, kinda fits kinda doesn't)
Level 18: Metamagic costs are reduced by 1 sorcery point.

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Optional Rule: (used to recreate sorcerers from previous campaigns)

As a generic sorcerer, the character may burn one or two of the sorcery points gained at 1st level to become proficient with a weapon or armor. The untapped power innate to your bloodline turned itself inward and granted you skill in the items you used the most.
 

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One thought was that the other bloodlines didnt gain sorcery points or meta magic until later because the innate magic manifested in different ways (dragon abilities, wild magic abilities, etc) so since the arcane (generic) sorcerer doesn't get that "fantastical" stuff, it gets core sorcerer abilities earlier.
 


Looks okay to me. The only thing I might add would be to include 'dispel magic' to the Level 6 Thwart Magic ability. Counterspell and Dispel Magic have always seemed to me to be either side of the same coin, so a generic magic user should probably be able to cast that spell simply too. I wouldn't give it its own 'once per short rest' like Counterspell though... instead I'd word it that you can cast Counterspell *or* Dispel Magic once per short rest using Thwart Magic (and add it to the spells known list).
 

I like it. Mind if I give it a try? I had the same idea from this week dicussion on the lack of generic sorcerer archetype.

Arcane Essence Origin:

Lvl 1: Can cast Detect Magic at-will.
Lvl 1: Essence Form: Enemy you hit with a spell have disadvantage to attack you until start of your next turn.
Lvl 6: Arcane Incarnate: Extra Metamagic, Advantage to saves against spell
Lvl 14: Devour Magic: like the Arcane Trickster's Spell thief ability, but on short rest. Can choose to spend the ''stolen spell'' to regain Sorcery points equals to the slot stolen.
Lvl 18: Arcane Absolute: Extra metamagic, 1/day can spend HD to recover Sorcery points.
 

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