Arcane Adventurer (5A)
|Starfox's 5th Edition Fan Page|
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
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.
|1||Animal Friendship, Find Familiar|
|3||Animal Messenger, Flock of Familiars|
|5||Phantom Steed, Tongues|
|7||Fabricate, Giant Insect|
|9||Dream, Insect Plague|
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.
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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.
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.