Sorcerer Talents: Arcane Innovations | Homebrew Directory

This page was last edited on August 26, 2026, at 08:37 PM ↻

Drawn Nourishment

Prerequisite: Spellcasting or Pact Magic
You can spend 3 mana during Survival to absorb nutrients from what you can find — grass, metal, stone, or even raw magic, so long as you can stomach the taste. Doing so grants you all the food and water you need for the day, causing you to not count towards the group total for the Food and Water tests, and automatically succeed on saving throws during Complications from those tests. Additionally, you can spend a reaction and 3 mana when you gain the Poisoned or Diseased condition from consuming something to purifies the toxic and immediately end the condition.

Ensorcelled Spellcraft

You may use your Charisma to determine the time it takes to craft items, create spells, or when using the Training downtime activity. Additionally, you may use your Charisma to determine how many extra tools you can learn. If you lose this talent, you lose proficiency in these tools until you regain the necessary slots to learn them again.

Hot Air

Prerequisite: Spellcasting or Pact Magic
As long as you have enough mana left to cast your highest-level spell, your weight is reduced by half, and you take half damage from falling. Additionally, if you are carrying less than a quarter of your maximum equipment load, you float on water, rising 60 feet to the surface each turn. You can suppress or reactivate this ability as an Action.

Mage Hunter

When tracking a creature that can cast at least 1 spell, you can trace the mystic energy it leaves in its wake, allowing you to use your Charisma for ability checks made to track or detect it.

Mystic Psychometry

As an action, you can attempt to read the magic of an object or location you touch. If the target is sufficiently suffused with arcane magic, make an Intelligence (Arcana) check with a DC equal to 15 + the highest spell's level, or based on the rarity or power of the object or location you are touching. On a success, you receive cryptic visions of the target's arcane magical history. The higher the result, the more clear and precise the vision is. On a failed ability check, gain 1 level of Strife and you cannot use this ability again until you finish a short or long rest as your mind reels from magical visions.

Ominous Insight

When you fail an Intelligence check, you can attempt to draw on your magics to find an answer and reroll the check using your Charisma instead. On a failure, your attempt clouds your mind and you have Disadvantage on Intelligence checks until you finish a Short Rest. While suffering this Disadvantage, you can’t use Ominous Insight again.

Retrace

By tracing your own magical signature, you and creatures within 30 feet of you can't become lost by nonmagical means, and you have advantage on ability checks against becoming lost. Additionally, when a Teleport Outcome is rolled, and the destination is Seen Casually to you, it counts as Very Familiar, and if it is Very Familiar to you, it counts as having a Linked Object.

Wode Sense

By listening to and watching a creature for 1 minute, you can tell if they are affected by the Charmed or Frightened conditions from a spell or magical effect.

Requires 5th Level

Magnetic Step

Prerequisite: 5th level, Spellcasting or Pact Magic
When you move, you can spend 2 mana to gain a climb speed for 10 minutes. During this time, you have the ability to move along vertical surfaces and along ceilings without needing to make an Ability Check. When this effect ends, you can spend 2 mana to gain this ability for another 10 minutes.

Strange Traces

Prerequisite: 5th level, Spellcasting or Pact Magic
Any tracks your group leaves become random, zigzagging, and incomprehensible. Creatures have Disadvantage on checks to track your group and become lost on a failed check. Additionally, when you hide from a creature who is aware of your presence, you can use your reaction and spend 1 mana to make a Charisma (Arcana) check against the creature’s passive Intelligence (Perception) score. On a success, choose a location where you could have hidden within 30 feet of any space you occupied on this turn. As long as you remain hidden from that creature, it believes you are hiding in that location, instead of where you are.

Requires 7th Level

Lingering Touch

Prerequisite: 7th level
When you encounter a shed piece of a creature (such as a lock of hair, bloody bandage, a scale, or a tooth), you can touch that object and bond to it. If you are carrying the object, you have advantage on ability checks to locate or detect the creature from which it originated, and when you see the creature, you immediately know it is the target creature, even if they are disguised. Additionally, creatures have disadvantage on saving throws against the Scrying spell if you cast it on them while holding such an object. The bond ends when you physically see the creature, or if you use this ability to bond to a new object.

Requires 9th Level

Double Take

Prerequisite: 9th level, Rapturous Presence
Choose a second option from the Rapturous Presence class feature (you can select Otherworldy a second time, choosing three more creature types). You gain the benefits from it.