Archetype - Gifted

## The Gifted Ones

The Gifted Archetype represents Characters in fiction who are granted vast intuitive control over magical powers. They come from a range of walks of life, but all benefit from magic they granted to them either from the circumstances of their birth or through a significant magical event which has occurred involving them.

### Features

The Gifted are capable of using Magic from the Arcane Tradition of Magic, and they are able to exert greater, instinctive control over the magic they know by expending their Stamina to use their Metamagic ability.

### Recommended Ability Bonuses

* High Charisma
* Good Endurance and/or Dexterity

### Alternate Names

* Historic and High Fantasy Settings: Sorcerer
* Modern and Futuristic Settings: Gifted

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Gifted.

### Weapon and Armor Training

* Trained in Simple Weapons.
* Trained in Light Armor.

### **Cantrips**

* You learn two Cantrips of your choice from the Arcane Spell List.
* Charisma is your Spellcasting Ability for these Spells.

### Saving Throw Skills

* You are Skilled in Charisma Saving Throws
* You are Skilled in Endurance Saving Throws

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 4 for each level of this Archetype you have.

### Stamina

* You gain a resource called Stamina Points, which you can spend in order to use powerful physical abilities, such as the Gifted's Metamagic feature.
* When you gain this feature, you have two Stamina Points.
* You regain all your Stamina Points when you finish either a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.
* The maximum number of Stamina Points you may have increases whenever you gain the Additional Stamina feature from this Archetype, or from another Archetype, or from a Theme which also grants this feature.

### Metamagic

* At 1st level, you gain the ability to reshape your Spells to suit your needs.
* You gain two Metamagic options of your choice. Metamagic options are presented at the end of this Archetype.
* You gain additional options at 5th, 9th, 13th and 17th level.
	+ You can use only one Metamagic option on a Spell when you Cast it, unless otherwise noted.
	+ You can change your choice of Metamagic options whenever you gain a New Level.
* To use Metamagic, you must expend Stamina. The number of Stamina Points you must expend is described by each Metamagic Option.

### Magic die

* At Level 1 your Magic Die is a d4. This die represents your Character's ability to exert greater control over magical forces in the world.
* At levels 5, 9, 13 and 17 of Gifted, the Improved Magic Die feature increases the size of your Magic Die to a d6, a d8, a d10 and a d12 respectively.
	+ If you gain the Improved Magic Die feature from another source (such as the Chosen or Scholar Archetypes), increase the Magic Die by one size category, upto a maximum die size of a d12.

### Spellcasting: Arcane

From a significant magical event or your heritage, you have gained the ability to Cast Spells from the Arcane Tradition of Magic.

All Spells you learn through this Archetype, or the Themes granted by this Archetype may be referred to as Gifted Spells.

#### **Cantrips**

* Cantrips are a subset of Spells which you may use with the Cast a Spell Action without expending Mana.
* You learn two Cantrips of your choice from the Arcane Spell List.
* You learn additional Cantrips from this list you gain levels in this Archetype, as shown in the Cantrips Known column of the Paragon Archetype features Table.
* You may change any number of Cantrips gained through this Archetype for other Cantrips on the Supernatural Spell List when you Level Up.

#### Mana

* Mana is a resource which Characters may expend to Cast levelled spells of between 1st and 5th Level.
* When you gain the Spellcasting feature, you have one Mana point.
* When you gain the Additional Mana feature from this Archetype, another Archetype or another Feature, your Mana increases by one. You cannot have more than 10 Mana.
* When you Cast a Spell of between 1st and 5th Level, you must expend an amount of Mana equal to the Spells level. The Spell fails if you are unable to provide sufficient Mana.
* You regain all expended Mana when you complete a Long Rest, or when you use the Recharge Action.
* You are able to use the Recharge Action twice. You regain the ability to use the Recharge Action twice after you complete a Long Rest.

#### Upcasting

* Some Spells grant additional benefits when additional Mana is spent during their Casting. This is referred to as Upcasting.
* The Maximum Mana you can spend on a Spell is equal to the Highest Spell Level you may learn (see Max Spell Level in the Archetype features Table)

#### Greater Spells

* You cannot expend Mana to Cast a Spell of 6th Level or higher.
* At 11th, 13th, 15th and 17th Level of this Archetype you gain the ability to Cast a Spell of 6th, 7th, 8th and 9th Level respectively.
	+ You may also Upcast Spells of lower Level with this feature, Casting them as though you expended Mana equal to that Spell Level.
* You may Cast a Spell in this way once for each Spell Level described. You regain the ability to Cast Spells in this way when you complete a Long Rest.

#### Spells Known of 1st Level and Higher

* You may know up to two Spells at a time, and you may choose these Spells from the Arcane Spell list.
* The number of Spells you may know at any time increases as you gain levels in this Archetype.
* Whenever you gain the Additional Spell Known feature from this Archetype or another Archetype or feature, you may learn an additional Spell, and you may choose this Spell from the Arcane Spell List.
	+ For New Players, we recommend that whenever you may learn an additional Spell, you learn a Spell of the highest Spell Level available to you (see Additional Spellcasting Rules for Gifted).

#### **Spellcasting Ability**

* Charisma is your Spellcasting ability for your Gifted Spells. Your magic comes from you exerting your will over the forces which bind reality.
* You use your Charisma Bonus whenever a Spell refers to your Spellcasting Ability.
* In addition, you use your Charisma Bonus when setting the saving throw DC for a Gifted Spell you cast and when making an Attack roll for such a Spell.
	+ **Spell save DC** = 8 + your Skill Bonus + your Charisma Bonus
	+ **Spell Attack modifier** = your Skill Bonus + your Charisma Bonus

#### **Ritual Casting**

* You can Cast any Spell you have learned as a Ritual if that Spell has the ritual tag.
* The Duration to Cast a Ritual is the Spell's usual casting time plus 10 minutes.
* When you Cast a Spell as a Ritual you do not expend Mana.
	+ Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Additional Spellcasting Rules for Gifted

##### Maximum Spell Level

* The maximum level of a Spell you may learn through this Archetype is equal to half your Spellcasting level rounded up, up to a maximum of 9th level.

##### Changing Spells Known

* Whenever you level up, you may change any number of Spells learned through this Archetype for other Spells you may learn from the Arcane Spell List.
* These Arcane Spells may be of any Spell Level available to you through this Archetype, but we recommend having a balanced number of Spells from each Level.

##### **Spellcasting Focus: Body**

* Gifted do not need to provide inexpensive material components for any Spell they Cast.
* For the Purposes of providing a Material Component, their own bodies act as a Spellcasting Focus.
* They still however must provide verbal, somatic and expensive material components for Spells when they require these.

## Level 2

### Mana/Stamina Exchange

* As a Minor Action, you may expend Stamina to regain expended Mana, or expend Mana to regain expended Stamina.
* The Mana or Stamina regained is equal to one less than the Stamina or Mana expended.
	+ For example, if a Character expended 5 Stamina, they would regain up to 4 Mana. Alternatively if a Character expended 3 Mana, they would regain upto 2 Stamina.

### Additional Mana and Spell Known

* Your Mana Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Elementalist Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.

### Additional Mana, Stamina and Spell Known

* Your Mana Point Maximum increases by one.
* Your Stamina Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Mana, Cantrip and Spell Known

* Your Mana Point Maximum increases by one.
* You learn one additional Cantrip from the Arcane Spell List.
* The number of Spells you may know at a time increases by one.

## Level 5

### Improved Expertise Die

* Your Magic Die increases from a d4 to a d6.

### Additional Metamagic Option

* You learn one additional Metamagic Option.

### Additional Mana, Stamina and Spell Known

* Your Mana Point Maximum increases by one.
* Your Stamina Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 7

### Magical Gift

* When you use the Mana/Stamina Exchange feature, you may choose to instead restore expended Mana or Stamina to a Character other than yourself which you can see within 30ft of you.

### Additional Mana, Stamina and Spell Known

* Your Mana Point Maximum increases by one.
* Your Stamina Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Mana, Cantrip and Spell Known

* Your Mana Point Maximum increases by one.
* You learn one additional Cantrip from the Arcane Spell List.
* The number of Spells you may know at a time increases by one.

## Level 9

### Improved Magic Die

* Your Magic Die increases from a d6 to a d8.

### Additional Metamagic Option

* You learn one additional Metamagic Option.

### Additional Mana, Stamina and Spell Known

* Your Mana Point Maximum increases by one.
* Your Stamina Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 11

### Additional Metamagic Option

* You learn one additional Metamagic Option.

### Additional Stamina and Spell Known

* Your Stamina Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

### Extend Metamagic

* When a Character you can see within 30ft of you Casts a Spell, you may as a Reaction use a Metamagic Option on that Spell, expending Stamina as normal, as though you were the Spell's Caster.
* If the Character is unwilling, they may make an Endurance Saving Throw against your Spell Save DC to prevent this effect. If they Succeed on their Saving Throw, the Metamagic does not take effect and the Stamina used for that effect is expended.
	+ You decide the effects of the Metamagic, such as the point of origin of the Summon Spell Metamagic or additional Targets of the Twinned Spell Metamagic.
	+ You may not use the Quicken Spell Metamagic as part of this feature.
	+ Where a Metamagic Option, such as Summon Spell, refers to your position use the original Caster's position.

### Greater Spell: 6th Level

* You may Cast a 6th Level Spell you know, or upcast a lower level Spell at that Level.
* You may Cast a Spell in this way once, and you regain the ability to do this again when you complete a Long Rest.

## Level 12

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 13

### Improved Magic Die

* Your Magic Die increases from a d8 to a d10.

### Additional Metamagic Option

* You learn one additional Metamagic Option.

### Additional Stamina and Spell Known

* Your Stamina Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

### Greater Spell: 7th Level

* You may Cast a 7th Level Spell you know, or upcast a lower level Spell at that Level.
* You may Cast a Spell in this way once, and you regain the ability to do this again when you complete a Long Rest.

## Level 14

### Theme Improvement

* You unlock the 14th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 15

### Greater Spell: 8th Level

* You may Cast an 8th Level Spell you know, or upcast a lower level Spell at that Level.
* You may Cast a Spell in this way once, and you regain the ability to do this again when you complete a Long Rest.

### Additional Stamina and Spell Known

* Your Stamina Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 16

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Arcane Spell List.
* The number of Spells you may know at a time increases by one.

## Level 17

### Improved Magic Die

* Your Magic Die increases from a d10 to a d12.

### Additional Stamina and Spell Known

* Your Stamina Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

### Greater Spell: 9th Level

* You may Cast a 9th Level Spell you know, or upcast a lower level Spell at that Level.
* You may Cast a Spell in this way once, and you regain the ability to do this again when you complete a Long Rest.

### Absorb Mana/Stamina

* As a Minor Action you may attempt to absorb Mana or Stamina from a Character you can see within 30ft of you.
* You become aware of any of the Character's unexpended Mana or Stamina and may attempt to absorb an amount of one of these resources equal to one roll of your Magic Die.
	+ If you choose Mana, you regain a number of expended Stamina Points equal to one less than the Mana absorbed.
	+ If you choose Stamina, you regain a number of expended Mana Points equal to one less than the Stamina absorbed.
* If the Character is unwilling, they may make an Endurance Saving Throw against your Spell Save DC to prevent this effect.

## Level 18

### Create Greater Spell

* You may use the Mana/Stamina Exchange or Magical Gift features to restore a Character's ability to use a feature which allows them to Cast a Spell of 6th, 7th or 8th level.
	+ Examples of features include the Gifted or Scholar's Greater Spell feature, a Chosen's Mystic Arcanum feature or a Summoner's Miracle.
* The number of Stamina Points you must expend to restore a feature in this way is equal to two plus the Spell's Level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 20

### Supreme Sorcery

* You may maintain Concentration on up to two Spells at any one time.
* While Concentrating on two Spells, you have Disadvantage on Checks to maintain Concentration on the effects of both Spells
* If you fail a Check to maintain Concentration on either Spell, the effects of both Spells ends.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## Metamagic Options

### Careful Spell

* When you cast a Spell that forces other Characters to make a Saving Throw, you can protect some of those Characters from the Spell's effect.
* Spend one Stamina Point for each Character which you protect from the Spell (including potentially yourself). Characters protected from the Spell automatically succeed on their Saving Throws against it.
	+ Additionally, if the Spell would have caused a Protected Character to take half of an effect's Damage on a Successful Save, they take no Damage from the Spell.

### Distant Spell

* When you cast a Spell with a range other than Self, you can spend one Stamina Point to double the range of the Spell.
* When you cast a Spell that has a range of touch, you can spend one Stamina Point to make the range of the spell 30 feet.
* If the Spell is a Ranged Attack Spell, the Spell ignores the AC bonuses granted by Cover half and three-quarters cover.

### Enlarge/Reduce Spell

* When you Cast a Spell which effects an area defined by a cone, a sphere, cube or cylinder, you may spend one Stamina Point to either increase or decrease the size of the dimensions which define the area or effect by 5ft.
	+ For example, an Enlarged Burning Hands Spell would affect a 20ft cone, rather than a 15ft cone. A Reduced Burning Hands Spell would affect a 10ft Cone.
	+ Alternatively, an Enlarged Fireball Spell would affect a 25ft radius sphere, rather than a 20ft radius sphere. A Reduced Fireball Spell would affect a 15ft Radius Sphere.
	+ Alternatively, an Enlarged Thunderwave Spell would affect a 20ft cube, rather than a 15ft cube. A Reduced Thunderwave Spell would affect a 10ft Cube.
	+ Alternatively, an Enlarged Grease Spell would affect a 15ft square, rather than a 10ft square. A Reduced Grease Spell would affect a 5ft Square.
	+ Alternatively, an Enlarged Magic Circle would have a radius of 15ft and a height of 25ft, as opposed to 10ft and 20ft respectively. A Reduced Magic Circle would have a radius of 5ft and a height of 15ft.
* You may also spend one Stamina Point to increase the length of a line Spell by a distance equal to half it's current length, or reduce it to half it's length.
	+ For Example, an Enlarged Lightning Bolt would affect a 5ft wide line which is 150ft long, rather than a line which is 100ft long. A Reduced Lightning Bolt would have a length of 50ft.

### Empowered Spell

* When you roll Damage Dice for the Damage caused by a Spell, you can spend one Stamina Point to reroll a number of the Damage Dice up to your Charisma modifier (minimum of one). You must use the new rolls.
	+ You can use Empowered Spell even if you have already used a different Stamina option during the casting of the Spell.

### Explosive Spell

* When you Damage a Target with a Spell which required an Attack Roll, you may spend one Stamina Point to cause the Attack to explode outwards.
* The Target and all other Targets within 5ft of them whose AC the Attack's Result would have also met or exceeded each take additional Damage of the same Damage Type caused by the Spell equal to one roll of your Magic Die.

### Extended Spell

* When you cast a Spell that has a duration of 1 minute or longer, you can spend one Stamina Point to increase the time scale it lasts by one Time Increment, to a maximum duration of 24 hours.
	+ Available Time Scales for Spells include 1 minute, 10 minutes, 1 hour, 8 hours and 24 hours.
	+ If the Spell includes an effect which reduces a Character's Damage, it's duration is instead doubled.

### Heightened Spell

* When you cast a Spell that forces Characters to make a Saving Throw to resist a Spell's effects, you can spend Stamina Points to give Targets of the Spell a penalty to their Saving Throw against the Spell equal to one roll of your Magic Die.
	+ Spend one Stamina Point for each Character this Penalty is applied to.

### Precision Spell

* If you make an Attack Roll for a Spell and Miss, you can spend one Stamina Point to add a bonus to the Attack Roll's Result equal to one Roll of your Magic Die.
	+ You can use Precision Spell even if you have already used a different Stamina option during the Casting of the Spell.

### Quickened Spell

* When you cast a Spell that has a Casting Time of an Action, you can spend two Stamina Points to change the Casting time to a Minor Action for this Casting.
	+ You may not Cast more than one levelled spell per Turn unless a feature such as the Fast Caster Feat allows you to do so.

### Reckless Spell

* When you Cast a Spell that causes Damage to one or more Targets, you may spend one Stamina Point to increase the Damage caused by the Spell by two rolls of your Magic Die.
* When you use this feature, until the Start of your Next Turn all Attacks against you have Advantage.

### Resilient Spell

* When you Cast a Spell that requires Concentration, you can spend one Stamina Point to grant yourself a Bonus equal to one roll of your Magic Die to any Checks you make to maintain Concentration on that Spell.

### Subtle Spell

* When you Cast a Spell, you can spend one Stamina Point to Cast it without any Somatic, Verbal or inexpensive Material Components.
* Additionally, if the Spell would normally create sound, such as the thunderous boom of the Thunderwave Spell or the loud knock of the Knock Spell, this Casting of the Spell makes no such noise.

### Summoned Spell

* When you Cast a Spell which has a range other than Self, you can spend one Stamina Point to choose for the Spell to originate from a point you can see within 30ft of you.
	+ Treat the Spell as having been Cast as though you were in the location you chose.

### Twinned Spell

* When you Cast a Spell of 5th level or lower which only Targets one Character and doesn't have a range of self, you can spend Stamina Points equal to one plus the Spell's Level to Target a second Character within the range of the same Spell.
	+ If the Spell is a Cantrip, you spend only one Stamina Point to cause this effect.
	+ The spell must be incapable of Targeting more than one Character at the Level which the Spell is Cast. For example, *magic missile* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are.
* Additionally, if the Spell requires Concentration, you have Disadvantage on Checks to maintain Concentration on this Casting of the Spell.

### Transform Spell

* When you Cast a Spell that deals Damage, you can spend one Stamina Point to change the Damage Type caused by the Spell for another Damage Type.
* You may only change Damage to a Type within the Damage Type Grouping it belongs to (Physical, Elemental or Supernatural).
	+ For Example, a Spell which deals Piercing Damage could be Transformed to deal Bludgeoning Damage, a Spell which deals Fire Damage could be Transformed to deal Cold Damage, and a Spell which Deals Radiant Damage could be Transformed to Deal Necrotic Damage

Damage Type Groupings
 Elemental
 Supernatural

### Upcast Spell

* When you Cast a Spell, you may Spend one Stamina Point to increase the Level at which the Spell is Cast by one Spell Level.

### Vicious Spell

* When you Cast a Spell which deals Damage on a Failed Saving Throw, but no Damage on a Successful Saving Throw, you may spend two Stamina Points to cause the Spell to Deal Half Damage if a Target Succeeds on it's Saving Throw.
	+ You may choose to use this Metamagic after a Target has successfully succeeded on their Saving Throw.

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode