On a 5th Edition Sorcerer Origin, Incantrix


Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, The Weave (Incantrix), Psionic Power, Deathmaster or Wild Magic, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Others, such as Incantrix, Psions, and Deathmasters are detailed below.


Your innate magic comes from the weave. The very nature of magic is intertwined within your soul. Often your birth might have been auspicious, or you might have been born or conceived during a magical event. There are few Incantrix's in the world, often fewer than a thousand, and nearly all of them are women. Male Incantars do exist, but are extremely rare.

Binding of the Weave

At 1st level, even though magic comes easy to you, certain spells are beyond your ability. You are unable to learn any non-ritual Conjuration, Evocation, Illusion or Necromancy spell. Spells of this type that are rituals are possible to learn.

Power of the Weave

When you do get sorcery points at 2nd level, you gain access to an additional amount of sorcery points equal to your Charisma modifier.

Magical Adept

Starting at 6th level, if you do not know the spells Counterspell and Dispel Magic, you gain them as additional spells known. If you do know either of these spells, you may select another spell to add to your selection of spells.

You also gain an additional metamagic ability.

Sight of the Weave

At 14th level, the weave becomes visible to you. You can now see invisible and ethereal creatures within 30 feet. You gain an additional metamagic ability.

You can also see the energies that connect casters to their spells. You may harness this energy and control it yourself. As an action you can Seize Concentration by expending a third level spell slot. If you do, you gain control of any spell another wizard has cast using their concentration. This is automatic if the spell is third level or lower. If it is of a higher level spell, you must succeed at an ability check with a DC of 10 + the level of the spell. If you use a spell slot of 4th level or higher, you automatically acquire control of a spell  if the spell's level is equal to or less than the level of the spell slot you used.

The spell continues to function normally, with the only change being that the spell is now under control of the incantrix.

Scion of the Weave

You are now a living representative of the power of the weave.

At 17th level, as an action you are now able to Drain Charges from magic items within 60 feet of your person. Every charge gained, restores either one sorcery point or a spell level, e.g. if you drain three charges from a wand, you can restore a third level spell slot, OR three sorcery points, Or a first level spell slot and two sorcery points, or any combination of the above.

Second, the difficulty of Counterspelling, Dispel magic, and Seizing Concentration is now DC 5 + the spell level.

Third, you make all saving throws versus magic and spells at advantage.

Fourth, as a reaction, you are able to apply a metamagic effect to another casters spell. They must be a willing target, otherwise you have to succeed at an ability check of a DC equal to 10 + the spell's level.

Finally, fifth, you gain an additional final metamagic ability.


Because the Incantrix's spell list is substantially different from the standard sorcerer, it is included below. In addition, Incatnrix have access to some unique spells. These spells are described below.

Chime of Release
1st Level transmutation
Casting Time: 1 action
Range: 180 feet
Components: V, S, M
Duration: Instantaneous
You ring a small brass tubular chime, which disappears when struck. The vibrations ring out over the area of effect, and release non-magical bonds holding any single creature or person. This unlocks locks, unties ropes, opens cages, unbindes straps, removes gags, et. al. whichever creature is the target is no longer bound and is now free to go.

3rd Level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
You restrict a spellcasters access to the weave. For the duration of this spell, any spell or magical effect the target produces causes the minimum possible numeric effect. In addition, anyone making a saving throw against the targets spells makes such saving throws at advantage.

Lower Resistance
5th Level transmutation
Casting Time: 1 action
Range: 180 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
This nullifies and lowers a creatures resistance to magic. If they have legendary resistance, it soaks up one use of the resistance. The creature targeted also has disadvantage on saving throws versus spells. On a creature with magic resistance, this will force them to save normally. The material component is a broken iron rod.

Steal Spell
7th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Any spellcaster targeted by this spell, must make a Intelligence saving throw at disadvantage, or lose a random spell. This spell is stolen from his mind, and at the beginning of the spellcasters next turn, may be used by the Incantrix at no cost, anytime during the next 24 hours. If it is not used, it is lost.
If used on a non-spellcaster or no spells are available, then this spell is wasted. It does not affect magical devices, items, or spell-like abilities.
The level, class, or type of spell does not affect the Incantrix's ability to cast the spell, even if it is of a level of spell she is normally unable to cast. Material components are not necessary, because they are consumed from the original spellholder, when this spell is cast.

Spell Turning
7th level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S, M
Duration: Instantaneous
This powerful spell protects the caster, causing any spell that specifically targets the caster to rebound upon the person who cast it. It only affects spells that target the caster, simply being in the area of effect of a spell does not protect the caster.  
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can choose a new target for the spell instead of deflecting it against the caster.
The material component for the spell is a small silver mirror.

Blade Ward
True Strike

Level 1
Alarm (r)
Chime of Release
Mage Armor
Protection from Evil and Good
Find Familiar (r)
Tenser's Floating Disk (r)
Unseen Servant (r)
Comprehend Languages (r)
Detect Magic (r)
Identify (r)
Charm Person
Tasha's Hideous Laughter
Illusory Script (r)
Expeditions Retreat
Feather Fall

Level 2
Arcane Lock
Detect Thoughts
Locate Object
See Invisibility
Crown of Madness
Hold Person
Magic Mouth (r)
Gentle Repose (r)
Alter Self
Magic Weapon
Rope Trick
Spider Climb

Level 3
Dispel Magic
Glyph of Warding
Magic Circle
Protection from Energy
Remove Curse
Leomund's Tiny Hut (r)
Phantom Steed (r)
Feign Death (r)
Gaseous Form
Water Breathing (r)

Level 4
Mordenkainen's Private Sanctum
Arcane Eye
Locate Creature
Control Water
Stone Shape

Level 5
Planar Binding
Contact Other Plane (r)
Legend Lore
Rary's Telepathic Bond (r)
Dominate Person
Hold Monster
Modify Memory
Animate Objects

Level 6
Globe of Invulnerability
Guards and Wards
Drawmij's Instant Summons (r)
True Seeing
Mass Suggestion
Otto's Irresistible Dance
Flesh to Stone
Move Earth

Level 7
Reverse Gravity
Steal Spell
Spell Turning

Level 8
Antimagic Field
Mind Blank
Dominate Monster
Power Word Stun
Control Weather

Level 9
Prismatic Wall
Power Word Kill
Time Stop
True Polymorph

Hack & Slash 

1 comment:

  1. Is the Incantrix supposed to have the Ritual Casting ability (unlike other Sorcerers)? Wasn't exactly clear to me.


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