Sorcerer
Base Class: Sorcerer

Your innate magic comes from your mental and physical fortitude. Unyielding. Undying. Unbreakable. Your fortitude is so great that it warps the Weave itself around you, protecting you unlike any other mage. You push past your normal limits of durability to withstand anything your enemies can throw at you, even bolstering your own magic with it.

This class does not interact well with dndbeyond, so work with your dm to use each feature as it is intended to be used.

Abjuration Affinity

At 1st level, your natural defense allows you to cast Abjuration magic with ease. However, this also limits your capability to use other types of arcane magic. You can chose one spell school other than Abjuration to specialize in. You can only add non-cantrip spells of this type to your spell list. Additionally, you know every sorcerer spell that falls under the Abjuration school, and they do not count against your known spells.

Conjuration

You put your secondary focus into Conjuration magic.

Divination

You put your secondary focus into Divination magic.

Enchantment

You put your secondary focus into Enchantment magic.

Evocation

You put your secondary focus into Evocation magic.

Illusion

You put your secondary focus into Illusion magic.

Necromancy

You put your secondary focus into Necromancy magic.

Transmutation

You put your secondary focus into Transmutation magic.

Innate Resilience

As magic flows through your body, it causes your innate defenses to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, your skin itself radiates Abjuration magic. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Fortitude

The weave strengthens your body, allowing you to resist damage far greater than any other mage. Starting at 6th level, you reduce all damage from nonmagical sources by an amount equal to your proficiency bonus.

Enhanced Fortitude

At 14th level, your abilities strengthen as your body's connection to the weave strengthens. Your past features become empowered:

  • Your AC equals 13 + your Dexterity modifier + your Constitution modifier when you are not wearing armor.
  • Your hit point maximum now increases by 2 and increases by 2 again whenever you gain a level in this class.
  • Your Fortitude feature now reduces damage from all sources, including magical ones.

Retaliation

Beginning at 18th level, you learn to store damage absorbed by the weave to enhance your spellcasting. Each turn, you store the damage prevented by the Fortitude feature last turn as Fortitude Points. You can then use your bonus action to use 25 Fortitude points to regain a sorcery point or different numbers of Fortitude points to enhance the next spell you cast this turn in one of the following ways (with up to referring to the effect, not the points spent):

  • Use 1 Fortitude point to increase the damage of a cantrip by 1, up to 10.
  • Use 2 Fortitude points to increase the damage of a single target spell by 1, up to 15.
  • Use 5 Fortitude points to increase the damage of a multi-target/Area of Effect spell by 1, up to 20.
  • Use 20 Fortitude points to increase the Spell Save DC of a spell by 1, up to 5.

You can expend more Fortitude points to strengthen the effect. Each effect increases linearly with expended Fortitude points (For example, you can expend 10 Fortitude points to increase the damage of a single target spell by 5). However, you can only use a single one of these effects per turn. Fortitude points do stack, but you can only hold a total number equal to your sorcerer level times five.