Sorcerer Talents: Arcane Innovations
Drawn Nourishment
You can spend 3 mana before eating a pound of just about anything — grass, metal, or stone, whatever’s at hand—and so long as you can stomach the taste. Your body transmutes it into something more edible, providing food and water for the day. The transmutation purifies the item of any nonmagic poisons or diseases the item may have carried.
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 attempt to do so by focusing on the mystic energy it leaves in its wake, allowing you to use your Charisma for any ability checks made to track it.
Ominous Insight
When you fail an Intelligence (Arcana, History, Nature, or Religion) check, you can attempt to draw on your magics to find an answer and reroll the check with advantage. 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 spending 1 minute in meditation, you can reflect on the magical aura you leave behind as you travel. After doing so, you can perfectly retrace the steps you’ve taken in the past 4 hours.
Wode Sense
While traveling, any time you enter an illusory terrain or magic is used to cause you to become lost, you always notice within 1 minute of being affected.
Requires 5th Level
Magnetic Step
Prerequisite: 5th level, Spellcasting or Pact Magic
By spending 1 mana, you gain a climb speed and you can move along vertical surfaces without needing to make an ability check until the end of your turn. If you end your turn on such a surface, you may spend 1 mana to maintain the climb speed until the end of your next turn. If you don’t, you immediately fall unless you have some other way to support yourself.
Strange Traces
Prerequisite: 5th level, Spellcasting or Pact Magic
While traveling, you can spend 1 mana to obscure your trail. For the next hour, any tracks your group leaves become random, zigzagging, and incomprehensible. Creatures have disadvantage on Survival checks to track you and become lost on a failed check.
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 instantly attune to it as if it were a magic item. If you are carrying the shed piece and attuned to it when you see the creature from which it originated, you immediately know that it belongs to that creature, at which point the attunement ends. At the DM’s discretion, you may learn additional cryptic information from being attuned to such things.
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 3 more creature types). You gain the benefits from it.