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Method of infusion

Your form is intensely magical—infused within
you is the power of pure arcana. You weave this
power to shape magical, iridescent enhancements—
translucent limbs, lustrous, glowing eyes, or even
tattoo-like augmentations that wrap around your
body. You could have received this power at birth,
or it might have been imbued within you at some
point in your life. Perhaps a higher being granted
you such power. No matter its origin, its your process
that allows for your enhancements—as you weave
your body in the same way that a mage weaves
their spells.
Spellcasting
At 1st level, your arcane form grants you the ability
to cast spells.
Cantrips. You learn one cantrip of your choice from
the sorcerer spell list. You learn an additional cantrip
of your choice at 3rd level and another at 10th level.

EVO.
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
— SPELL SLOTS —
1ST 2ND 3RD 4TH
1st 1 2 1 — — —
2nd 1 2 1 — — —
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spell Slots. The Infusion Spellcasting table shows
how many spell slots you have to cast your spells of
1st level or higher. To cast one of these spells, you must
expend a slot of the spell’s level or higher. You regain
all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. When you
choose this method, you know two 1st-level sorcerer
spells of your choice.
The Spells Known column of the Infusion
Spellcasting table shows when you learn more
sorcerer spells of 1st-level or higher. Each of these
spells must be of a level for which you have spell
slots. For instance, when you reach 7th level in this
class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class,
you can choose one of the sorcerer spells you know
and replace it with another spell from the sorcerer
spell list, which also must be of a level for which
you have spell slots.
Spellcasting Ability. Charisma is your spellcasting
ability for your sorcerer spells, since your arcane
power comes from within you. You use Charisma
whenever a spell refers to your spellcasting ability.
In addition, you use your Charisma modifier when
setting the saving throw DC for a sorcerer spell you
cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Augmented Focus. You can use any modified part of
your body as a spellcasting focus for your sorcerer spells.
arcane Sense
Starting at 1st level, you are innately connected to
the magic around you. You learn the identify and
detect magic spells and they don’t count against
the number of sorcerer spells you know. You can
cast either of them without expending a spell slot a
number of times equal to your Constitution modifier
(a minimum of once). You regain all expended uses
when you finish a long rest.
Spell form
Starting at 7th level when you first ignite, you can
choose to transform your body into pure magic for
the duration of your ignition. While in this form, you
gain the following benefits:
• After you cast a spell, you can teleport to an
unoccupied space within 5 feet of one of the
spell’s targets or a point within its area of effect,
so long as you can see the target location.
• All spells you cast during the ignition are cast
at one level higher than the spell slot used to
cast them.
Once you use this feature, you must finish a short
or long rest before you can use it again.
arcane Body
At 13th level, you take no damage and are unaffected
by any other detrimental effects from spells you
cast. If you would take damage from a sorcerer spell
of 1st-level or higher that you cast, you instead
regain 2d6 hit points. A spell can only cause you to
regain hit points this way once.
Spell strike
At 17th level when you take the Attack action, you
can replace one of the attacks with a spell that has
a casting time of 1 action, which you cast as a part
of the same action.
Once you use this feature, you must finish a short
or long rest before you can use it again.