Preview: Witch Sorcerer Origin

One of the main themes of the sorcerer is that his or her magic comes from within. This origin focuses on using the magic found in other living things. Is it too much? Does it not do enough? Should it be called something else? Let me know in the comments. (As you can probably tell, I’ve been playing Monster Hunter: World 😉

Craft Athamé

Starting when you choose this origin at 1st level, you can craft a mystical knife used to prepare many of the ingredients for your spells, called an athamé. The athamé is typically made from a powerful creature you have slain, and it holds some of your power and vitality. The athamé holds 3 extra hit dice that you can use as you would normally during a short or long rest. The athamé also counts as your spellcasting focus and a magical dagger for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. To everyone else, the athamé functions as a mundane dagger. If it is lost or destroyed, you can craft another athamé in a 1-hour ritual.

Athamé Ritual Casting

You can cast a sorcerer spell as a ritual if that spell has the ritual tag and you have the spell prepared. However, you must have your athamé to carve or draw a circle during the ritual.

Admixture Metamagic

Starting at 6th level, you can incorporate creature components to your spells to create a variety of metamagic effects, rather than spending sorcery points. The spell gains the material component, meaning that you must have at least one hand free, and the ingredient is destroyed to fuel the metamagic effect. The ingredient must come from a creature whose Challenge Rating is at least equal to the level of the spell being cast. You can only use one such ingredient per spell you cast. A few ingredients also have a unique effect when used.

Careful Spell: The eye of an aberration, beast, or dragon. A beholder’s eye protects an unlimited number of targets.

Distant Spell: The eye of a beast, dragon, or monstrosity. A giant eagle or roc’s eye triples the range of your spell and increases the range of touch spells to 60 feet.

Empowered Spell: The claw or talon of an aberration, dragon, fiend, or undead. A brass dragon, gold dragon or red dragon’s claw allows you to choose whichever total is greater when casting a fire-based spell.

Extended Spell: The bone of a dragon, monstrosity, or under. A griffon, hippogriff, or owlbear’s bone triples the duration of the spell.

Heightened Spell: The fang of an aberration, dragon, or fiend. A demon or devil’s fang negates magic resistance.

Quickened Spell: The heart of an aberration, dragon, or fiend. A blue dragon or bronze dragon’s heart allows you to cast a spell with a casting time of 1 action as a reaction.

Subtle Spell: The feather or tongue of a beast, fiend, or monstrosity. A harpy’s feather or succubus/incubus’s tongue causes the target of your spell to also be charmed by you until the end of your next turn if the creature fails its saving throw.

Twinned Spell: Two tentacles of an aberration, fiend, monstrosity, or undead. Two tentacles from a grick or mindflayer allows you to target two additional creatures, instead of only one.

Athamé Focus

At 14th level, you can channel your magic into your athamé to hold your concentration. As part of casting a spell, you can spend 4 sorcery points to have your athamé hold the concentration of the spell. You can cast another spell that requires concentration but can otherwise lose concentration on the spell stored in the athamé normally.

Admixture Mastery

At 18th level, you can use up to two ingredients per spell you cast when you use the Admixture Metamagic feature.

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