Arcane Descendant

A Sorcerous Origin

You are the descendant of wizard of great renown, a specialist in one of the eight schools of magic, whose mastery was so complete that their lineage was marked by magic. Whether this ancestor was many generations past, or your own parent, their arcane mastery has again manifested in you, giving you an innate access to magic that others would have to study and learn. You have a particular affinity to your ancestor's favorite school of magic, able to wield it to great effect.

Arcane Descendant Features

Sorceror Level Feature 1st Arcane Inheritance, Ancestral Knowledge 6th Progenitor's Gift 14th Imbued Blood 18th Spell Master's Legacy

Arcane Inheritance

At 1st level, choose one type of school of magic that was your ancestor's special focus. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell, you can choose the new spell from the wizard spell list if it is from your ancestor's school of magic.

In addition, you learn a cantrip and 1st-level spell from the wizard spell list in that school of magic. The cantrip and spell are always a sorcerer spell for you, but they don't count against your number of sorcerer spells or cantrips known. If you later replace the spell, you must replace it with a spell from the wizard spell list in your ancestor's school of magic.

Ancestral Knowledge

You inherited more than just an instinct for magic from your ancestor. At 1st level, choose Arcana, History, Investigation, or Religion. You gain proficiency in that skill.

Progenitor’s Gift

At 6th level, your sorcerous power flows more naturally to spells from your ancestor’s school of magic. You gain additional sorcery points equal to your proficiency bonus. You may only spend the additional sorcery points on Metamagic for spells in your ancestor's school of magic.

Imbued Blood

Starting at 14th level, the magic in your blood protects you with its arcane essense when drawn. Once per short or long rest, when you take damage you can use your reaction to do any one of the following things. If the effect is marked with your anscestor's school of magic, use the [bolded] quantity instead.

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Abjuration. You gain temporary hit points equal to two [ four ] times your sorcerer level.

You gain temporary hit points equal to two [ ] times your sorcerer level. Conjuration. You teleport up to 40 feet [ 80 feet ] to an unoccupied space of your choice that you can see.

You teleport up to 40 feet [ ] to an unoccupied space of your choice that you can see. Divination. You can see inivisble creatures [ gain true-sight ] until the end of your next turn.

You can see inivisble creatures [ ] until the end of your next turn. Enchantment. Any number of creatures within 5 feet [ 20 feet ] of you can’t take reactions until its next turn.

Any number of creatures within 5 feet [ ] of you can’t take reactions until its next turn. Evocation. Any number of medium or smaller creatures within 5 feet of you is pushed 5 feet [ 20 feet ] away.

Any number of medium or smaller creatures within 5 feet of you is pushed 5 feet [ ] away. Illusion. You become invisible for 1 minute [ 5 minutes ]. You become visible if you attack or cast a spell.

You become invisible for 1 minute [ ]. You become visible if you attack or cast a spell. Necromancy. Any number of creatures within 5 feet [ 20 feet ] of you has disadvantage on their next attack.

Any number of creatures within 5 feet [ ] of you has disadvantage on their next attack. Transmutation. You gain a flying speed equal to your current movement speed for 1 minute [5 minutes].

Spell Master’s Legacy

At 18th level, you have a genetic memory of one of your ancestor’s signature spells that allows you to cast it at will. Choose a wizard spell of 1st-level or 2nd-level in your ancestor’s school of magic that you know. You can cast that spell at will as if expending a 2nd-level spell slot. If you want to cast the spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in self reflection, you can exchange the spell you chose for a different wizard spell of 1st or 2nd-level in your ancestor's school of magic.