Sorcerer
Base Class: Sorcerer

A sorcerer that allows you to weave in and out of combat while being the spell slinger you always wanted.

Additional spells

 

1st-level Speed Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Additional Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Evocation or a Divination spell from the sorcerer, warlock, or wizard spell list.

Additional Spells

Quick Witted

1st-level Speed Soul feature

You get to add your Charisma Modifier to your initiative roll.

Constant Momentum

1st-level Speed Soul feature

Gain the ability to dash as a bonus action and you also gain proficiency in either Athletics or Acrobatics.

Spell Slinger

6th-level Speed Soul feature

You learn the quicken spell meta magic option. If you already know this meta magic you can choose another. When using quicken spell meta magic, you only need 1 sorcery point instead of 2.

Additionally on your first turn during combat, you have advantage on attack rolls and spell attack rolls against creatures that have not yet acted.

Swift Strikes

6th-level Speed Soul feature

Whenever you take the dash action, you can spend 2 sorcery points to make a number of unarmed strikes equal to your proficiency bonus. You make these attacks using your spell attack bonus and deal 1d6 + Charisma modifier force damage. The damage die increases as you level up, increasing to a d8 at level 12 and a d10 at level 18. 

Blinding Speed

14th-level Speed Soul feature

You gain a climb and swim speed equal to your walking speed and you can run along liquid surfaces. if you don't use any movement while you are on a liquid surface, you will begin to sink.

Additionally whenever you take the dash action, you can spend 3 sorcery points to gain the following benefits until the end of your turn.

-Your movement speed is doubled

-You can jump up to 5 times the normal distance

-You can treat all movement as is you took the disengage action

-When you make a dexterity saving throw, you take half damage on a fail and no damage on a success

Spell Surge

18th-level Speed Soul feature

Once per long rest, when you use your action on your turn, you can choose to gain an additional action but can only use this action to cast a spell on your turn. When using this feature you ignore the one leveled spell per turn limit until the end of your turn. Alternatively, you can spend 5 sorcery points to use this feature again after the first use.


 

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