Difference between revisions of "Arcane Adventurer (5A)"

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A sorcerer does not need to spend time studying to gain their powers, magic is in their very being.  
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This is a [[Sorcerer_(5A)|Sorcerous Origin]] for [[5A]].
Still, most sorcerers do study magic do delve into their sorcerous origin.  
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Not so the arcane adventurer.  
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''Most sorcerers focus on the magical abilities emerging from their sorcerous origin.  
Living free and wild, the arcane adventurer is more like a rogue in that they live by chance skill and chance, relying on their magic to get them out of tricky situations.
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''Not so with the arcane adventurer.
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''They don't see themselves as magicians that go on adventures, they see themselves as adventurers that have the gift of magic.
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''Using their magic as the base, an arcane adventurer develops a well-rounded profile, a mix of magical and mundane abilities.
  
 
== Sorcerous Origin Abilities ==
 
== Sorcerous Origin Abilities ==
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=== Adventurer Spells ===
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Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Adventurer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
  
=== Elemental Focus ===
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Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a sorcerer spell or a divination, illusion, or transmutation spell from the wizard spell list.
At 1st level, you must select an elemental focus. This can be air, earth, fire, or water. Most of the abilities of elemental sorcery depend on which element you pick.
 
* '''Air''' sorcerers are invaluable members of a ship's crew. Their magic controls wind and weather. 
 
* '''Earth''' sorcerers maintain or destroy settlements and fortresses. Their powers defend and keep enemies at bay.
 
* '''Fire''' sorcerers burn and melt to make room for new things. Their power over light can both illuminate and mislead.
 
* '''Water''' sorcerers favor the season of winter and many are haughty, mysterious figures that help or hinder on a whim.
 
 
 
=== Elementalist Spells ===
 
Starting at 1st level, you learn additional spells when you reach certain levels in this class depending on your chosen element, as shown on the Elementalist Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
 
 
 
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration, evocation, or transmutation spell from the wizard spell list.
 
 
 
 
{| class="wikitable"  
 
{| class="wikitable"  
|+'''Elementalist Spells'''
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|+'''Arcane Adventurer Spells'''
 
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|| '''Sorcerer Level''' ||valign="bottom" | '''Spells'''  
| width="10%" | '''Sorcerer<br>Level''' ||valign="bottom" width="20%" | '''Air''' ||valign="bottom"  width="20%" | '''Earth''' ||valign="bottom" width="20%" | '''Fire'''  ||valign="bottom" width="20%" | '''Water'''  
 
 
|-
 
|-
| valign=top | 1 ||valign="top"| Thunderwave, <br> Witchbolt||valign="top"| Earth Tremor, <br> Shield ||valign="top"| Burning Hands, <br> Silent Image ||valign="top"| Fog Cloud, <br> Ice Knife
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| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:animal-friendship Animal Friendship], [http://dnd5e.wikidot.com/spell:find-familiar Find Familiar]
 
|-
 
|-
| valign=top | 3 ||valign="top"| Dust Devil, <br> Shatter ||valign="top"| Cloud of Daggers, <br> Magic Weapon ||valign="top"| Scorching Ray, <br> Pyrotechnics||valign="top"| Mirror Image, <br> Snilloc's Snowball Swarm
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| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:animal-messenger Animal Messenger], [http://dnd5e.wikidot.com/spell:flock-of-familiars Flock of Familiars]
 
|-
 
|-
| valign=top | 5 ||valign="top"| Fly, <br> Lightning Bolt ||valign="top"| Erupting Earth, <br> Slow||valign="top"| Fireball, <br> Major Image||valign="top"| Sleet Storm, <br> Water breathing
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| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:phantom-steed Phantom Steed], [http://dnd5e.wikidot.com/spell:tongues Tongues]
 
|-
 
|-
| valign=top | 7 ||valign="top"| Dimension Door, <br> Storm Sphere ||valign="top"| Blight, <br> Stoneskin ||valign="top"| Fire Shield, <br> Wall of Fire ||valign="top"| Vitriolic Sphere, <br> Watery Sphere
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| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:fabricate Fabricate], [http://dnd5e.wikidot.com/spell:giant-insect Giant Insect]
 
|-
 
|-
| valign=top | 9 ||valign="top"| Far Step, <br> Telekinesis ||valign="top"| Animate Objects, <br> Passwall ||valign="top"| Immolation, <br> Wall of Light||valign="top"| Cone of Cold, <br> Bigby's Hand
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| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:dream Dream], [http://dnd5e.wikidot.com/spell:insect-plague Insect Plague]
 
|}
 
|}
  
=== Primal Speaker ===
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=== Bonus Proficiencies ===
The arcane magic you command is infused with primal elements and words. You can speak, read, and write Primordial, Aquan, Auran, Ignan, and Terran.
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You gain proficiency in light armor, one tool or vehicle of your choice,
 
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and with all simple weapons.
=== Tempestuous Magic ===
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You can use a weapon you are proficient with as an arcane focus.
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental energy to briefly surround you, immediately before or after you cast a sorcerer spell. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
 
 
 
=== Heart of Fury ===
 
At 6th level, you gain resistance to damage based on your element.
 
* '''Air:''' Lightning and thunder damage.
 
* '''Earth:''' Force and bludgeoning damage
 
* '''Fire:''' Fire and radiant damage
 
* '''Water:''' Acid and cold damage
 
Whenever you start casting a spell that deals damage of a type you have resistance against from this ability, elemental magic erupts from you.
 
Spells that can deal such damage later but not on initial casting qualify for this ability.
 
This eruption causes creatures of your choice that you can see within 10 feet of you to take damage of this type equal to half your sorcerer level.
 
If the spell cast deals both kinds of damage, choose one.
 
 
 
=== Guide the Elements ===
 
At 6th level, you gain the ability to control elements around you.
 
 
 
As a reaction, you can redirect elemental forces away from allies you can see within 10 ft. of you. These allies gain the same resistances you gain from Heart of Fury until the start of your next turn.
 
 
 
As a bonus action each round, you can control nearby elemental effects, depending on your chosen element. These effects move with you.
 
* '''Air:''' If it is windy, you can choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
 
* '''Earth:''' You can cause difficult ground within 20 ft. caused by plants, sand, soft earth, gravel or rocks to stop being difficult ground.
 
* '''Fire:''' You can use a bonus action each round to alter the color of fire within 20 ft. of you and disperse smoke in the area.
 
* '''Water:''' You can cause rain to start or stop falling or you can calm waves in a 100-foot-radius sphere centered on you.
 
 
 
=== Elemental's Fury ===
 
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal damage to the attacker. The damage equals your sorcerer level. Choose one of the types of damage you gained resistance to from the Heart of Fury ability, that is the type of damage inflicted.
 
The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. You decide the exact distance.
 
  
=== Elemental Soul ===
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=== Extra Attack ===
At 18th level, you gain immunity to the types of damage you gained resistance to from the Heart of Fury ability.
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Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  
You also gain a type of movement depending on your element.
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=== Additional Proficiencies ===
As an action, you can reduce this movement speed to half for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures also gain this halved movement speed for 1 hour. Once you reduce your speed in this way, you can't do so again until you finish a short or long rest.
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At 6th level you gain proficiency with medium armor, Constitution saving throws, and with the the
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blowgun,
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hand crossbow,
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longbow,
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longsword,
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net,
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rapier,
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scimitar,
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shortsword, and
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whip.
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If [[5A]] weapons are in use, you also gain proficiency with the
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[[Weapons_(5A)#Sword.2C_arming|Arming Sword]],
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[[Weapons_(5A)#Bill|Bill]], and
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[[Weapons_(5A)#Sabre|Sabre]].
  
* '''Air:''' You gain a magical flying speed of 60 feet.  
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=== Expertise ===
* '''Earth:''' You gain a burrowing speed 30 ft. 
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At 14th level, choose two of your skill, tool, or vehicle proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficencies.
* '''Fire:''' You gain a land speed of 90 ft.
 
* '''Water:''' You gain a swimming speed 120 ft. This also grants Water Breathing, which can also be shared.
 
  
== See Also ==
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=== Familiar Concentration ===
* [[Plucky Mage (Apath)|Plucky Mage]]
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At 18th level, when you use your familiar to deliver a spell, your familiar can maintain concentration on this spell as if the familiar was the caster.

Latest revision as of 11:22, 2 June 2022

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This is a Sorcerous Origin for 5A.

Most sorcerers focus on the magical abilities emerging from their sorcerous origin. Not so with the arcane adventurer. They don't see themselves as magicians that go on adventures, they see themselves as adventurers that have the gift of magic. Using their magic as the base, an arcane adventurer develops a well-rounded profile, a mix of magical and mundane abilities.

Sorcerous Origin Abilities

Adventurer Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Adventurer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a sorcerer spell or a divination, illusion, or transmutation spell from the wizard spell list.

Arcane Adventurer Spells
Sorcerer Level Spells
1 Animal Friendship, Find Familiar
3 Animal Messenger, Flock of Familiars
5 Phantom Steed, Tongues
7 Fabricate, Giant Insect
9 Dream, Insect Plague

Bonus Proficiencies

You gain proficiency in light armor, one tool or vehicle of your choice, and with all simple weapons. You can use a weapon you are proficient with as an arcane focus.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additional Proficiencies

At 6th level you gain proficiency with medium armor, Constitution saving throws, and with the the blowgun, hand crossbow, longbow, longsword, net, rapier, scimitar, shortsword, and whip. If 5A weapons are in use, you also gain proficiency with the Arming Sword, Bill, and Sabre.

Expertise

At 14th level, choose two of your skill, tool, or vehicle proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficencies.

Familiar Concentration

At 18th level, when you use your familiar to deliver a spell, your familiar can maintain concentration on this spell as if the familiar was the caster.