Family Practice
At 1st level, you name the school of magic that was your
family's practice. You learn an additional spell based on that
wizard tradition, as shown below. It is a sorcerer spell for
you, but it doesn't count against your number of sorcerer
spells known. If you later replace this spell, you must
replace it with a spell from the wizard's spell list (within
your school of magic).
School of Magic |
Spell |
Abjuration |
Alarm |
Conjuration |
Grease |
Divination |
Identify |
Enchantment |
Tasha's Hideous Laughter |
Evocation |
Magic Missile |
Illusion |
Silent Image |
Necromancy |
False Life |
Transmutation |
Longstrider |
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's spell list (within
your school of magic) or the sorcerer spell list. You must
otherwise obey all the restrictions for selecting the spell,
and it becomes a sorcerer spell for you.
Magic Eyes
Starting at 1st level, you have a knack for identifying spells.
Whenever you make an Intelligence (Arcana) check to
determine a spell that was or is being cast, treat a roll of 7
or lower on the d20 as an 8.
Residual Metamagic
At 6th level, your predecessors' traditions have made it
easier for you to twist your spells even further. You gain a
new metamagic option based on your chosen wizard
tradition.
Abjuration: Blot Spell
When you cast a spell that deals damage, you can spend 1
sorcery point to gain resistance to one of that spell's
damage types until the start of your next turn.
You can use Blot Spell even if you have already used a
different Metamagic option during the casting of the spell.
Conjuration: Contain Spell
When you cast a spell with an area of effect larger than a
single target, you can spend 2 sorcery points to instead
delay the cast and encase the spell in a cubic foot iron cube
weighing 5 pounds at the point of origin. The spell is
centered on the cube and originates from the direction
you're facing when you cast the spell.
The cube lasts for a number of minutes equal to your
sorcerer level, after which the cube is dismissed and the
spell activates as if you had cast it at that moment. As a
reaction, you can spend 1 sorcery point to dismiss the cube
prematurely. Alternatively, the cube is dismissed whenever
another creature moves within the cube's space, the cube
takes damage, or you use a different metamagic while the
cube exists.
If the conditions of the environment have changed where
the spell would not have been able to be cast, the spell
fizzles on activation.
Divination: Ensure Spell
Whenever you miss a spell attack roll, or a target
succeeds on the first saving throw against your
spell, you can spend a number of sorcery points
equal to 1 + the expended spell slot's level to
instantly reattempt casting the spell. Any outcome
of the previous cast of the spell is negated. Any
advantage/disadvantage and bonuses that applied to the
spell still apply. You must proceed with the new outcome of
this spell.
Enchantment: Impress Spell
When you cast a spell, you can spend 1 sorcery point to
impress upon a creature within a 5 ft. radius of you that can
see you. That creature must succeed on a Wisdom saving
throw against your sorcerer spell save DC or be your choice
of charmed or frightened by you until the end of your next
turn.
Evocation: Stockpile Spell
When you cast a spell that deals damage, you can spend 1
sorcery point to stockpile up to three of the dice rolls and
their damage type. The target does not take damage from
these dice rolls.
You can hold onto three dice rolls in this way until the
start of a long rest. Whenever you cast another spell that deals damage, you can spend 1 sorcery point to add the
stockpiled damage and damage types to the attack. Afterwards, your stockpile is considered empty.
Illusion: Disjoint Spell
If you have an active illusion within 30 feet of you when
you cast a spell, you can spend 1 sorcery point to cast this
spell from the illusion's position instead of your own.
You can use Disjoint Spell even if you have already used a
different Metamagic option during the casting of the spell.
Necromancy: Deprive Spell
When you cast a spell that deals damage, you can spend 1
sorcery point to heal yourself with one of the dice rolls value in hit points. If that spell would reduce the target to 0 Hit Points, you can spend 1 more sorcery point gain temporary hit points equal to your charisma modifier.
Transmutation: Proxy Spell
When you cast a spell and the spell deals acid, cold, fire,
force, lightning, necrotic, radiant, or thunder damage, you
can spend 1 sorcery point to substitute that damage type
with one other type from that list. You can use Proxy Spell
again for each addition type of damage the spell deals.
When you cast a spell with a spell slot and the spell
requires a saving throw, you can spend 5 sorcery points to
change the saving throw from one ability score to another
of your choice.
Dweomer Fuel
At 14th level, your blood boils when it makes contact with
magic. Whenever you are hit or affected by a spell not casted by you and is above level 0, you regain a number of
sorcery points equal to 2 + the spell's level.
Arcane Heraldry
At 18th level, you can effortlessly show off the prowess of your family's practice. Select a 1st or 2nd level spell you know within your family's school of magic. You can cast this
spell at its lowest level without expending a spell slot. Additionally, you don't need to expend sorcery points to use
metamagics on this spell. If you want to cast this spell at a higher level, you must expend a spell slot and use spell points for metamagics as normal.
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