Sorcerer
Base Class: Sorcerer

Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world.

Martial Spells

You learn additional spells when you reach certain levels in this class, as shown on the Martial 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 abjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.

Martial Spells
Sorcerer Level Spells
1st shield, thunderous smite
3rd branding smite, magic weapon
5th blinding smite, spirit shroud
7th staggering smite, stoneskin
9th circle of power, steel wind strike

Bonus Proficiencies

At 1st level, you gain proficiency with light armor, medium armor, simple weapons, martial weapons, and your choice of the Acrobatics or Athletics skill.

Combat Magic

Also at 1st level, you can use a bonus action to activate your Combat Magic, which lasts for 1 minute. It ends early if you are incapacitated or if you dismiss it as a bonus action. While your Combat Magic is active, you gain the following benefits:

  • You gain a bonus to weapon attack rolls equal to half your proficiency modifier, rounded down.
  • When you attack with a melee weapon you are proficient with, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

At the start of each of your turns while your Combat Magic is active, if you are concentrating on a spell, you must make a Constitution saving throw to maintain concentration on that spell. The DC is equal to 10 + the number of rounds you've been concentrating on the spell. On a failure, you lose concentration on the spell.

You can activate your Combat Magic a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Starting at 2nd level, you can spend 2 sorcery points instead of expending a use of this feature.

Extra Attack

At 6th level, while your Combat Magic is active, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Aura of Might

Also at 6th level, while your Combat Magic is active, you gain a +1 bonus to weapon attack and damage rolls, a +2 bonus to your AC, and your weapon attacks are considered magical for the purposes of overcoming resistances.

Shimmering Shield

At 14th level, you can spend 5 sorcery points as an action, or 6 sorcery points as a bonus action, to gain resistance to all damage, as well as a bonus to Strength, Intelligence, and Wisdom saving throws equal to your proficiency bonus, for 1 minute, but you have disadvantage on saving throws to maintain your concentration on spells for the duration. You can dismiss this effect early as a bonus action.

Fade Shroud

At 18th level, while your Combat Magic is active, you gain the effects of the Blink spell, and you no longer need to make saving throws to maintain concentration on your spells for Combat Magic. You must still make saving throws to maintain concentration on your spells for every other instance as normal.

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