Sorcerer
Base Class: Sorcerer

Your body and will are infused with the power of iron and flame. Perhaps an ancestor of yours made a deal with a god of smiths, or possibly your skills of craft were so impressive as to awaken an ancient spirit from within your anvil, imbuing you with control over metal armor and weapons.

The power that has chosen you manifests itself physically upon your form - fire seems to glow within your veins, and your skin is as hard as iron. At your option, you can choose a quirk from the Forge Soul Quirks table, or roll for it randomly.

d6 Forge Soul Quirk
1 Your skin is almost too hot to touch.
2 You exhale forge smoke when you breathe.
3 Fire seems to bend in your direction.
4 Your hair seems to be made of iron cables.
5 Metal objects seem to stick to you every so often.
6 When you bleed, your blood looks like molten iron.

 

Forge Magic

You learn additional spells when you reach certain levels in this class, as shown in the Forge Spells table. Each of these spells counts as a Sorcerer spell for you, but does not count against the number of Sorcerer spells you know.

Forge Spells

Sorcerer Level Spells
1st Identify, Hellish Rebuke
3rd Heat Metal, Spiritual Weapon
5th Melf's Minute Meteors (as orbs of forged iron), Fireball
7th Fabricate, Wall of Fire
9th Immolation, Flame Strike

 

Bonus Proficiencies

At 1st level, you gain proficiency with Smith's tools, Shields, Simple Weapons, and Martial Weapons.

Blessing of Battle

Also at 1st level, you learn how to momentarily activate the powers of the forge within you. 

As a bonus action, you can gain the following benefits for 1 minute:

  • Whenever you use your action to cast a spell using a spell slot of 1st level or higher, you can use your bonus action to make a melee weapon attack. If you expend a Sorcery Point as part of casting this spell, you gain +1 to the attack roll. This bonus increases to +2 at 11th level, and +3 at 17th level.
  • Provided you are not wearing armor, your AC becomes 13 + your Constitution modifier, as your skin turns to metal.
  • You gain resistance to fire damage.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Guiding Strikes

Starting at 6th level, your powers have expanded to influence the weapons and armor wielded by those around you.

As a reaction when a creature you can see within 30 ft. of you makes a weapon attack with a weapon made of metal, you can choose to expend 2 Sorcery Points and roll 1d8 - you add the number you roll to the attack roll if the creature is willing.

If the creature you choose is unwilling, they must make a Constitution saving throw against your Spell Save DC, and subtract 1d8 from the attack roll they make. Regardless if the creature succeeds or fails their saving throw, it's weapon glows with heat and they take fire damage equal to twice the number rolled.

Anvilwrought

At 6th level, steel roots you to the ground, making you a nigh-immovable force.

You have advantage on saving throws you make against being knocked Prone. Moreover, when you would be pushed more than 1 ft. or more, you can use your reaction to not be pushed.

Spirit Furnace

At 14th level, your connection to both magic and the forge allow you to flow magic from one weapon to another. 

You can conduct an hour-long ritual magically forging using your Smith's Tools. (This ritual can be done over the course of a short or long rest.)

When you start the ritual, you can touch a magic item that you are attuned to. At the end of the ritual, you can choose another item that shares at least one property with it, and transfer its magical effects to the new item. If the item has no properties, the DM can determine if the new item is capable of channeling magical effects, and if it can be used for this purpose. If the new item was already magical, both item's effects apply. If either item has a static bonus to attack, damage rolls, or AC (such as a +1 Weapon), only the highest bonus applies.

Once you perform this ritual, you cannot perform it again until you finish a long rest.

Blade of Body and Mind

By 18th level, you can create an unstoppable weapon of magic and whirling blades.

You can cast the Mordenkainen's Sword spell without requiring material components or concentration. When you cast this spell in this way, the sword is wreathed in flames and sheds bright light out to 30 ft., and dim light for an additional 30 ft. When you hit with this spell, it deals an additional 1d8 fire damage.

You can cast this spell once before you must finish a long rest, unless you expend 7 Sorcery Points to do so prior to the rest.

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