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5e SRD >Classes >Sorcerer >Sorcerous Origins >Your innate magic comes from your superior bloodline. Your magic wells up from within you, as a paragon of your race. Whether you come from a long line of storied ancestors, or you are simply the product of a chance blending of the best characteristics of your race, you were born exceptional, and your sorcerous power is a testament to your legacy.
Contents
School Mastery
At 1st level, you have a natural affinity for a particular school of magic, depending on your race, as shown on the table below. You can cast a particular spell from that school without needing material components, and that bonus spell does not count against your number of sorcerer spells known. You regain the use of your bonus spell when you finish a long rest.
When your spellcasting feature lets you learn a new sorcerer cantrip or a new sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list, as long as the spell is from your associated school.
Channel Energy
Also starting at 1st level, you can absorb a certain amount of hostile magical energy. You can use this feature as a reaction when you make a successful saving throw against a spell of a level that is no higher than your sorcerer level. When you do so, you absorb the magical energy of the attack. Instead of being affected by the spell, you regain a number of expended spell slots equal to the level of the spell. If you have not used any spell slots for a given level of spell, this feature does not allow you to gain a slot that would exceed your normal maximum. For example, if you are a 3rd-level sorcerer and make a successful save against a 2nd-level spell, you can regain two 1st-level spell slots or one 2nd-level spell slot. If you don’t have two available 1st-level spell slots, you must regain the 2nd-level slot. If you have one available 1st-level spell slot and no 2nd-level slots, you regain one 1st-level slot when you use this feature. You can regain a number of expended spell slots equal to twice your sorcerer level. Once you regain all the expended slots provided by this feature, you must finish a short or long rest before you can use the feature again.
Metamagic Mastery
Starting at 6th level, you can more easily enhance spells affiliated with your associated school. If you apply a Metamagic option to a spell from that school, it costs 1 less sorcery point. If the option normally costs 1 sorcery point, it costs 1/2 point for you.
Power of the Elite
At 14th level or higher, you can spend 4 sorcery points to infuse yourself with power, showing all the elite power of your bloodline. For 1 minute afterward, you double your proficiency bonus on any Charisma-based checks made against others of your race, and you have advantage on those checks. Any creatures not of your race have disadvantage on saving throws against spells you cast.
Additionally, you add your Charisma bonus to the damage of any spells you cast. Once you use this feature, you must finish a long rest before you can use it again.
Inexorable Might
Starting at 18th level, you can make one of your spells more effective if you spend 2 sorcery points when you cast it. If the spell deals damage, you can roll twice for damage and use the higher result. If the spell does not deal damage, the targets of the spell have disadvantage on the saving throw against it.
Race | School | Bonus Spell |
---|---|---|
Dwarf | Transmutation | feather fall |
Dragonborn | Evocation | burning hands |
Elf | Enchantment | hideous laughter |
Gnome | Illusion | illusory script |
Half-elf | Divination | identify |
Half-orc | Necromancy | false life |
Halfling | Abjuration | alarm |
Human | Any one | one from chosen school |
Tiefling | Conjuration | floating disk |
Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.
From D&D Wiki
This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Class Design Guide#Subclasses if you need help.
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Path of Blood Magic[edit]
Shadow Magic 5e
Barbarian Subclass
- Spellcasting
Spell slots | per spell | level | ||||
---|---|---|---|---|---|---|
Level | Cantrips Known | Spells Known | 1 | 2 | 3 | 4 |
3 | 2 | 3 | Example | -- | -- | -- |
4 | 2 | 4 | Example | -- | -- | -- |
5 | 2 | 4 | Example | -- | -- | -- |
6 | 2 | 4 | Example | -- | -- | -- |
7 | 2 | 5 | Example | Example | -- | -- |
8 | 2 | 6 | Example | Example | -- | -- |
9 | 2 | 6 | Example | Example | -- | -- |
10 | 2 | 7 | Example | Example | -- | -- |
11 | 2 | 8 | Example | Example | -- | -- |
12 | 2 | 8 | Example | Example | -- | -- |
13 | 3 | 9 | Example | Example | Example | -- |
14 | 3 | 10 | Example | Example | Example | -- |
15 | 3 | 10 | Example | Example | Example | -- |
16 | 3 | 11 | Example | Example | Example | -- |
17 | 3 | 11 | Example | Example | Example | -- |
18 | 3 | 11 | Example | Example | Example | -- |
19 | 3 | 12 | Example | Example | Example | 1 |
20 | 3 | 13 | Example | Example | Example | 1 |
At level 3, you have learned to use a limited repertoire of magic. You can cast Blood Magic spells while raging, and casting a spell that does damage counts as attacking for the purposes of ending your rage. You still cannot concentrate on spells while raging.
Cantrips: You know two cantrips of your choice from the Blood Mage spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table.
Spell Slots: The Blood Mage table shows how many spell slots you have to cast your spells of level 1 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.
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Spells Known of Level 1 and Higher: You know three level 1 spells of your choice. Two of these spells must be from the Blood Mage spell list, but you may choose the third from the wizard spell list instead. That spell counts as a Blood Mage spell for you.
The Spells Known column of the Blood Mage table shows when you learn more Blood Mage spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. The spells you learn at levels 8, 14, and 20 can be from the wizard spell list instead. These wizard spells count as Blood Mage spells for you.
Additionally, when you gain a level in this class, you can choose one of the Blood Mage spells you know and replace it with another spell from the Blood Mage spell list, which also must be of a level for which you have spell slots. If you replace one of the spells you gained at levels 8, 14, or 20, or the wizard spell you gained at 3rd level, the new spell may be from the wizard spell list. A wizard spell learned in this manner is considered a Blood Mage spell for you.
Spellcasting Ability: Constitution is your spellcasting ability for your Blood Mage spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Blood Mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifierSpell attack modifier = your proficiency bonus + your Constitution modifier
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