Arcane Adventurer (5A)
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Most sorcerers focus on the magical abilities emerging from their sorcererous origin. Not so with the arcane adventurer. Using their magical abilities as the base, an arcane adventurer develop 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 depending on your chosen element, 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 divination, illusion, or transmutation spell from the wizard spell list.
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 and medium armor, one skill of your choice, and with the hand crossbow, longbow, longsword, net, rapier, scimitar, shortsword, and whip.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You also gain proficiency with Constitution saving throws.
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.