Base Class: Sorcerer
A champion is defined as a person who has surpassed all rivals in battle or competition. You embody this, combining both your magic and learning the marital training required to overcome all in both areas. Some sorcerers become a mighty champion from being an ancient hero’s descendant, the chosen one of a prophecy or gifted to by saving a magical being’s life other's just use their bloodline's magic and train with the sword.
Champion's Training
At 1st level, you gain proficiency in simple weapons, martial weapons, light armour, medium armour and shields. You may also cast spells while holding weapons or a shield in one or both hands.
Essence of the Chosen
You start to channel your magical gift to aid you in combat. Starting at level one, you can do a one hour ritual to imbue some magic into a weapon. When you finish the ritual the weapon in your hands gain a d6 of force damage. This scales to a d8 at level 5, a d10 at level 9 and a d12 at level 13.
Only you may gain this bonus to the weapon and the weapon doesn’t count as magical for the purposes of overcoming resistances.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Sturdiest of Safeguards
At 14th level, you emanate a spectral shield of protection to guard you and your allies. As a bonus you may emit an aura of 10 feet centred on yourself that gives you and friendly creatures resistance to piercing, bludgeoning and slashing damage. You may use your action to spend 6 sorcery points to add another resistance of any form of damage.
The aura last for an hour or until you are knocked unconscious. You regain use of this ability again after a long rest.
Harbinger of Victory
Beginning at 18th level you learn to call upon the wellspring of raw magic within you to give those who stand against you large drawbacks in battle.
Starting at level 18, you may spend your sorcery points in the following ways:
Essence Improved. As a bonus action, you may spend a sorcery points to add an extra Essence of the Chosen damage dice (maximum of 3).
Surpressing Strike. If you land a critical hit with a weapon with Essence of the Chosen you may spend sorcery points to take away equal points of armour class from the target you just hit (max equal to your charisma modifier).
Defy Defences. As an action, you may spend 5 sorcery points remove a damage resistance from a creature within 5 feet of you.
These effects last for a minute or until you are knocked unconscious.
Previous Versions
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