Raw Magic (5e Subclass)
Raw Magic
You have large reserves of pure magical energy, whose origin may be unknown to you, or may be the result of exposure to magic energy.
- Energy Manipulation
Starting at 1st level, you can release a surge of raw magical energy. As an action, you cause a number of creatures equal to your Charisma modifier who are within 60 ft. of you to take 3 (1d4 + 1) force damage. You can use this feature a number of times equal to your proficiency bonus, after which you can't use it again until you complete a long rest.
- Antimagic Sensitivity
Starting at 1st level, whenever you enter an antimagic field or are targeted by dispel magic, you must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute. If targeted by dispel magic, succeeding on this throw instead causes the creature which cast the spell to fall unconscious for 1 minute.
- Aura Of Power
At 6th level, you can use an action to channel a surge of arcane power into yourself, taking 1d20 force damage in the process. Your Charisma ability score is increased by 2 for 1 minute, up to a maximum of 22. You can use this feature again after the minute is over, but the force damage you take increases by an additional 1d20 each time you do so. This resets after you complete a long rest.
- One With Magic
Starting at 14th level, your sorcery points are permanently reduced by 4, and you gain the following benefits:
- You stop aging and you are immune to any effect that would age you, and you can't die from old age.
- You no longer require air, food, drink, or sleep.
- To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
- You have advantage on the Constitution saving throw to resist antimagic fields and/or dispel magic.
- Unrestricted Magic
Starting at level 18, when casting a spell that requires an attack roll against a target that has Special Traits which ignore or resist magical attack, such as "Reflective Carapace" or "Limited Magic Immunity", you can spend 3 sorcery points to ignore them.
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