Base Class: Sorcerer
born with a natural connection to the essence of the weave and the ability to use magic, sorcery fighters are the sorcerers who choose to use this magic to hone their skills of martial arts and combat, weather armed or unarmed, using their abilities to manipulate magic and imbuing their strikes and fighting technique with magical essence.
sorcery fighting spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Sorcery Fighting 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 a Abjuration and Transmutation spell from the sorcerer, warlock, or wizard spell list.
| Sorcery Fighting Spells | |
|---|---|
| Sorcerer Level | Spells |
| 1st | Absorb Elements, Mage armor |
| 3rd | Barkskin, Spiritual Weapon |
| 5th | Erupting Earth, fear |
| 7th | Freedom of Movement, Stoneskin |
| 9th | Telekinesis, transmute rock |
Living Weapon
at 1st level, you can channel your magical essence through your body and control it's flow into your attacks with any weapon you hold or use.
- you have proficiency with martial weapons
- you're unarmed strikes count as weapon attacks and do 1d4 damage, this die increases every time you gain a new metamagic option after 2, to 1d6 at 3 and to 1d8 at 4 (metamagic options from the metamagic adept feat do not count)
- your weapon attacks use your charisma modifier for hit and damage rolls instead of strength or dexterity.
Magic Fury
at 1st level you can channel your emotions along side your magic as you enter a rage-like state as a bonus action, enhancing and amplifying your attacks and magic, for one minute, you gain the following benefits:-
- all spells with a range of touch or self have advantage to hit and you add your sorcerer level to the damage
- you can spend 1 sorcery point to chose a damage type for all your melee attacks for the duration of the rage from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, and slashing
- effects applied to your attack using Weaving Strikes are amplified, extending the duration of the effect by one unit or increase the damage done by the strike by one die
you can use this feature an amount of times equal to your proficiency modifier per long rest
Magical Attacks
at 6th level any attack you make with a weapon does magical damage for the purpose of overcoming resistances and immunities to non-magical damage. you also gain an extra attack per action
Weaving Strikes
at 6th level you have learned to manipulate your magic more precisely and imbue it into your attacks. you can spend sorcery points to apply one of the following effects onto your weapon attacks and unarmed strikes:-
- Blazing Strike. when making a melee attack you can spend 1 sorcery point to imbue your attack with flames, burning the target of the strike, on hit the target takes 2d6 fire damage at the start of their turn for 3 rounds
- Staggering Strike. when making a melee attack you can spend 1 sorcery point to imbue your attack with concentrated force, staggering the target of the strike, on hit the target must make a constitution saving throw or be stunned for 1 round. this effect can only be applied to one attack per turn.
- Booming Strike. when making a melee attack you can spend 1 sorcery point to imbue your attack with lightning, enchaining the target with it, if the target moves after being hit it takes 3d4 lightning damage
- Freezing Strike. when making a melee attack you can spend 1 sorcery point to imbue your attack with ice, freezing and restraining the target, on hit, the target gets disadvantage on his next 3 rolls
- Revolting Strike. when making a melee attack you can spend 1 sorcery point to imbue your attack with acidic liquid, searing into the target and poisoning them, on hit the target must make a constitution saving throw or become poisoned for 1 minute
- Frightening Strike. when making a melee attack you can spend 1 sorcery point to imbue your attack with psychic waves, disturbing the target's mind, on hit the target must make a wisdom saving throw or become frightened by you for1 minute
Technique Mastery
At 14th level you have mastered the ability to manipulate your attacks and magic in certain ways, allowing you to do so with little to no effort. Chose 1 Weaving Strikes options and 1 metamagic option, you can now use those options without spending sorcery points.
Hand to Hand Magic
at 18t level, you have reached a better understanding of spells that activate through your body, allowing you to use them more often. once you cast a spell with a range of touch, you do not expend a spell slot, a spell slot is only expended the second time the spell is cast, this feature is active on all spells with a range of touch, after using this feature for a spell all next uses of that spell expend a spell slot. this feature resets every long rest
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