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Residual Magic

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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