Arcane Way
Hit Points
Hit Dice: d6 per Arcane Way level
Hit Points at first Level: 6+Con
Hit Points at Higher Levels: 4+Con
Proficiences
Armor: none
Weapons: Dagger
Tools: one musical instruments or artisian tool of your choice
Saving Throws: Dex, and your spell modifying ability
Skills: Choose any three
Class Features
Level |
Proficiency |
Arcane Points |
Features |
Cantrips / Spells
known |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1 |
+2 |
- |
Lost Tradition,
Adaption,
Spellcasting |
2 / 1 |
1 |
|
|
|
|
|
|
|
|
2 |
+2 |
2 |
Font of Magic,
Arcane Attachment |
3 / 2 |
2 |
|
|
|
|
|
|
|
|
3 |
+2 |
3 |
Metamagic |
4 / 2 |
3 |
|
|
|
|
|
|
|
|
4 |
+2 |
4 |
Ability Score Improvement, |
5 / 3 |
4 |
1 |
|
|
|
|
|
|
|
5 |
+3 |
5 |
|
5 / 4 |
4 |
2 |
|
|
|
|
|
|
|
6 |
+3 |
6 |
Adaption feature |
5 / 4 |
4 |
3 |
|
|
|
|
|
|
|
7 |
+3 |
7 |
|
5 / 5 |
4 |
3 |
1 |
|
|
|
|
|
|
8 |
+3 |
8 |
Ability Score Improvement, |
5 / 5 |
4 |
3 |
2 |
|
|
|
|
|
|
9 |
+4 |
9 |
|
5 / 6 |
4 |
3 |
3 |
|
|
|
|
|
|
10 |
+4 |
10 |
|
6 / 7 |
4 |
3 |
3 |
1 |
|
|
|
|
|
11 |
+4 |
11 |
|
6 / 7 |
4 |
3 |
3 |
2 |
|
|
|
|
|
12 |
+4 |
12 |
Ability Score Improvement, |
6 / 8 |
4 |
3 |
3 |
3 |
|
|
|
|
|
13 |
+5 |
13 |
|
6 / 9 |
4 |
3 |
3 |
3 |
1 |
|
|
|
|
14 |
+5 |
14 |
Adaption feature |
6 / 9 |
4 |
3 |
3 |
3 |
2 |
|
|
|
|
15 |
+5 |
15 |
|
6 / 10 |
4 |
3 |
3 |
3 |
2 |
1 |
|
|
|
16 |
+5 |
16 |
Ability Score Improvement, |
6 / 11 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
|
|
17 |
+6 |
17 |
|
6 / 11 |
4 |
3 |
3 |
3 |
2 |
2 |
1 |
|
|
18 |
+6 |
18 |
Adaption feature |
6 / 12 |
4 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
|
19 |
+6 |
19 |
Ability Score Improvement, |
6 / 13 |
4 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
1 |
20 |
+6 |
20 |
Arcane Restoration |
6 / 14 |
4 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
1 |
Lost Tradition
You are descended from a group of spellcasters who had different ways of mastering magic, and you follow in their tradition. Choose one ability score. You gain the following benefits:
You increase the ability score of Int, Wis or Cha by 1.
Your spellcasting ability for that class is your chosen ability score.
Adaption
At
1st level choose the way your body was forced to adapt while training (Subclass).
- Tempered Body
- Tempered Mind
- Tempered Senses
Font of Magic
At
2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by arcane points, which allow you to create a variety of magical effects.
Arcane Points
You have 2 arcane points, and you gain more as you reach higher levels, as shown in the Arcane Points column of the Class table. You can never have more arcane points than shown on the table for your level. You regain all spent arcane points when you finish a long rest.
Flexible Casting
You can use your arcane points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your arcane points as you reach higher levels.
Creating Spell Slots. You can transform unexpended arcane points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
Creating Spell Slots
Spell Slot Level Arcane Point Cost
1th |
2nd |
3rd |
4th |
5th |
2 |
3 |
5 |
6 |
7 |
Converting a Spell Slot to Arcane Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Metamagic
At
3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at
10th and
17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Ability Score Improvement
When you reach
4th level, and again at
8th,
12th,
16th, and
19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Arcane Restoration
At
20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a artisian tool or (b) a musical instrument
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
Spellcasting
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
None of your spells can have a range higher than 30ft (middle point of a circle or cube, or a point to hit).
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Class table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Class spell list.
The Spells Known column of the Class table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Your Spellcasting modifier is defined by the level one bonus of this class.
Spell save DC = 8 + your proficiency bonus + your spell modifier
Spell attack modifier = your proficiency bonus + your spell modifier
Subclass Options
Tempered Body
Arcane Resilience
As magic flows through your body, it causes physical traits of your Arcane Toughening. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of energy. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Mantle of Flame
Starting at 6sth level, you can unleash the energy stored in your body. Others might beleave you are on fire.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
- You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- Any creature takes fire damage equal to your Spellcasting modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
Once you use this feature, you can’t use it again until you finish a long rest.
Arcane Charge
At
14th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see as a bonus action. You can use this 1/short or long rest (you can use it 2/rest at lvl17 and 3/rest at 20).
Indestructible Life
When you reach
18th level, the energy inside you starts supporting your body even more. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your class level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Once you use this feature, you can't use it again until you finish a short or long rest.
Timeless Body
Starting at
18th level, the Arcane Energy that flows through you causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.