Sorcerer
Base Class: Sorcerer

It is a very rare phenomenon, but there have been cases of children born of people who have been wounded at some point in their life by a magical weapon artifact. Surviving a battle against the weilder of an artifact is extremely rare by itself, but it can brand the bearer of the wound for life and heir child may inherit this magical brand within themselves. These offsprings tend to share their magical affinity with the use of tools of war.

Rushing Magic

When the sorcerer chooses this archetype they become proficient with medium armor, shields and martial weapons. Additionally, the sorcerer may choose a weapon as a spellcasting focus. Melee weapon attacks may be performed with charisma for attack and damage rolls.
When the sorcerer wields a melee weapon he may choose to alter the area of effect of a spell into a 20ft cone. If the weapon has the reach property then it becomes a 20ft radius, centered at the sorcerer. The sorcerer is unnafected by the spell. When the spell is cast this way the spell's dc becomes the sorcerer's spell attack roll. Spells cannot critically strike this way.

Extra Attack

Every time the sorcerer uses the attack action, they may attack twice instead of once. Additionally, they may replace one of the attacks with a cantrip. At level 14 they may replace one of the attacks with a spell.

Splinters

After casting a spell whose area of effect has been altered via rushing magic, the weapon keeps residue from the spell. For the next turn, all attacks with this weapon deal extra damage equal to the sorcerer's proficiency bonus. The damage type is the same as the damage type of the spell. If the spell does not deal damage, then the damage type is the same as the weapon's, albeit magical.

Magical Vestiges

After casting a spell that targets the sorcerer, has the sorcerer within its area of effect or right outside of it, the sorcerer gains temporary hitpoints equal to his charisma modifier plus his level. If the sorcerer needs to roll a constitution saving throw for maintaining concentration on a spell while having temporary hitpoints earned this way, or he had temporary hitpoints before receiving the attack, he may roll the saving throw with advantage.

Relentless Steel and Spell

When the sorcerer casts a spell imbued with a metamagic effect, they are empowered until the end of their next turn. If they perform a weapon attack before the effect runs out, they regain one sorcery point. Only one sorcery point can be gained per turn by this effect.

Previous Versions

Name Date Modified Views Adds Version Actions
8/5/2022 6:02:39 PM
1
1
1.00
Coming Soon
8/6/2022 3:02:56 PM
4
1
1.01
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes