Base Class: Sorcerer
The Orbkeepers are a monastic order of sorcerers who can trace their bloodline back to a single being and practice a deadly combination of spellcasting and martial arts. They are the protectors of The Stasis Orb, an artifact that is used by the Council of Elvenkind in Greenquay to extend their lives indefinitely.
Striking Force
At 1st level your unarmed strikes use a d4 for damage. This increases to a d6 at level 6, a d8 at level 14 and a d10 at level 18.
Built for Battle
You are proficient in Medium and Light Armor.
Strength through Preparation
At 1st level, at the end of a long rest, you can spend any number of sorcery points. For each sorcery point spent, spend a single hit die. Increase your hit point maximum by the amount rolled, adding your CON modifier to each roll. Your maximum hit points resets if you fall to 0 hp, or complete a long rest.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Close Encounters
Starting at 6th level, as an action, you can spend a sorcery point and make an unarmed strike. On a hit, cast a spell that deals damage, centered on the target. If the spell requires a saving throw, the target fails automatically, and you take no damage on a success, and half damage on a failure. If a spell places multiple areas of effect, place the rest as normal, requiring normal saving throws. On a miss, the spell slot is not expended.
Improved Preparation
Starting at 14th level you can add 2 to each of your Strength through Preparation rolls
Into Harm's Reach
Starting at 14th level you can take a bonus action and spend a Sorcery Point to give your unarmed strike a range of 15 ft for one minute, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage for the duration.
Striker's Fury
Starting at 18th level you can take a bonus action to spend Sorcery Points up to half your level, rounded down. When you take the attack action on this turn, you may roll a number of Unarmed Strikes equal to the number of points spent in this way, then make a Constitution Saving Throw (DC = 8 + number of Sorcery Points spent). On a failure, you suffer 2 points of exhaustion. This feature resets after a long rest.
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