Sorcerer
Base Class: Sorcerer

You derive your power from your ancestors or an object

Arcane Armaments

At 1st level, you gain proficiency with light armor, medium armor, and shields. In addition, as an action, you can spend 1 sorcery point and create a weapon made of pure magic energy for 1 minute. You decide the type of weapon and its appearance. Alternatively, you can choose a weapon you are holding. You are considered proficient with this weapon and its attacks are considered magical. As well, you can use charisma instead of strength or dexterity for attack and damage rolls. The weapon counts as a spellcasting focus for your spells. The weapon disappears if you are incapacitated, drop to 0 hit points or dismiss it as a bonus action.

Stored Spell

At 1st level, you are able to store magic in your Arcane Armament. When you cast a spell that targets one creature with your arcane armament as the focus, you can spend 1 sorcery point and store the spell in the weapon for 1 minute. The spell must be an action to cast and target one creature. On the next hit with that weapon, the spell triggers centered on the target of the hit. If the spell requires concentration, you begin concentrating when the spell is triggered.

Arcane Projectile

At 6th level, you can send your arcane armament out to fight on your behalf. When you use your Arcane armament feature, you can spend additional sorcery points and the weapon gains +1 to attack and damage rolls for each sorcery point spent to a maximum of +3. In addition, you can now use a bonus action to send the weapon 30 feet in any direction and make an attack against a creature.

Advanced Stored Spell

At 14th level, you can now store a number of spells in your arcane armament equal to your charisma modifier. On a hit, you choose which spells trigger, or if any of the spells trigger.

Arcane Armory

At 18th level, you can now summon arcane weapons for you and your allies. When you use your Arcane Armament feature, you can spend additional sorcery points to create a number of Arcane Armaments for any ally within 60 feet of you. The number of weapons is equal to the number of sorcery points you spend, and the maximum is equal to your charisma modifier(minimum of 1). Your allies gain the following benefits from using the weapon:

  • Your allies' attacks are considered magical
  • Once per turn, your ally can add your charisma modifier to the damage roll of an attack with the weapon
  • If an ally cast a spell as an action, they can make a weapon attack as a bonus action.

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