Sorcerer
Base Class: Sorcerer

The Phalanx is a type of magic developed by an arcane inclined family centuries ago. A Thought forgoten art, in its prime it was both feared and respected. Known as the ultimate defence kingdoms and cities alike to spare no expense if it ment geting a phalanx on their side of the fight. To see a Phalanx users Crushing walls bulldoze accross the battlefield or stand bastian against an enemies attack was considered by many to be both awe inspiering, and terrifying.

The Phalanx

CQC Specialist: Those that make use of Phalanx magic are those willing to dive headfirst into danger and get up close and personal with the enemy. You have proficiency in light and medium armor as well as Martial weapons.

The Phalanx-

Summon: As an action you may spend up to your proficency bonus in sorcery points to summon the phalanx. The phalanx is a 5x5 wall of force that is translucent like a window. The coloration is up to you. You must maintain concentration to keep the phalanx summoned. While the phalanx is summoned it occupies a square adjacent to you You receive full cover from the direction of the phalanx at all times. The phalanx has an AC of 10+proficiency for this matter.

Barrier: While the phalanx is summoned you may use your reaction to interpose it between you and an incoming attack. The attack always hits the Phalanx. The Phalanx has Hp equal to your sorcerer level X the number of sorcery points spent. If the phalanx is destroyed any remaining damage is transfered to you and it can not be resummond for 1d4 turns as you need time to reforge the scattered energy.

Best Offence- As much as the phalanx was concidered the ultimate defence, its ability to be utalized as a weapon was second to none. As an action while the phalanx is summoned you may peform one of the following attacks.

Bash: As an action you may send the Phalanx rushing out in a straight line up to 15 feet stoping on the first target hit. The target must make a dexterity saveing throw or suffer force damage equal to 1d6 per sorcery point spent. Targets only take half damage on a success.

Ram: As an Action you may affix the Phalanx to your self and charge forward with all your might. Spending up your movement speed you charge in a straight line every creature in your path must make either a strength or dexterity saveing throught suffering 2d4 force damage per sorcery point spent and being knocked to the side. Those that succeed the save take half damage are are not knocked to the side.

 

The Phalanx

CQB Specialist: Those who wield Phalanx magic are those willing to dive head first into danger and face battle head on. You have proficiency in light and medium armour as well as marital weapons.

The phalanx can be summed by using a bonus action and expending up to your proficiency bonus in sorcery points. The Phalanx has HP equal to your Sorcery level X number of sorcery points spent. The Phalanx is 5x5 wall and occupies a space adjacent to you. The Phalanx Provides full cover in the direction of the space it is an occupying. The Phalanx has window like translucence, the coloration is up to you. In order to maintain the Phalanx you Must concentrate on it as you would a spell.

Barrier: As a Reaction to being hit you can interpose the Phalanx between you and the attack. The Attack automatically hits the Phalanx instead of you taking the damage itself.

A Good offense-

Bash: As an action you can send the Phalanx rushing forward in a 30 foot straight line a topping on the first target hit target must make a Dexterity saving throw or take force damage equal to 1d6 force damage Per Sorcery point spent when summoning the phalanx. Creatures take half damage on a success. Regardless of hitting or missing the Phalanx remains where it stopped until called back as a bonus action or as part of the Barrier reaction. The phalanx continues to provide full cover to any behind it during this time.

Ram: You affix the Phalanx to yourself and charge forward with all of your might. As an action you may spend up to your movement speed to charge in a straight line Creatures in your path must make a Strength saving throw or suffer 2d4 force damage per sorcery point spent on the summoning of the phalanx. Creatures who fail the saving throw are knocked prone and 5 feet to the side. Creatures take half damage and are not knocked prone on a successful save.

 

Mobile Bastion

A Phalanx defensive was not only for themselves, a good phalanx could provide cover to its ally’s or even reflect a blow if necessary.

Quick cover: As reaction to an ally being attacked you may use your bastion to cover an ally saving them from an attack. The Phalanx dematerializes and instantly appears in front of the chosen ally providing full cover against both single target and AOE attacks. The Phalanx takes damage as normal and remains at the ally’s location until summoned back as a bonus action or as a Barrier reaction. If the Phalanx is broken any remaining damage transfer back to you the caster.

Blockade: As a Bonus action you may move the Phalanx to a location you can see within 60 feet. The Phalanx can remain a 5x5 foot wall of full cover or extends to either a 10 foot long wall of 3/4 cover or a 15 foot long wall of half cover. Attacks that miss a target do to the cover provided by the Phalanx hit the Phalanx instead causing it to take damage as normal.

Mend: As an action you may heal the phalanx by expending a spell slot, the phalanx regains HP equal to half your charisma Score X Spell Level. 

Resonating Defence

Resonate: The Phalanx is no longer a static hard wall of energy. It now resonates at an extremely high frequency allowing it to more easily endure blows. This resonating field allows the Phalanx to send violent vibrations back at an enemy. When the phalanx is struck by a Melee attack Vibrations are sent back into the attacker. If the attackers To Hit roll meets its own AC the target suffers Necrotic damage equal to half of your sorcerer level.

Reflect: As a reaction to the Phalanx being struck by a ranged attack you may cause the phalanx to resonate at the same frequency as the attack and send it reflecting back at the spot it was sent from. You may do this a number of times equal to your charisma modifier. The Attack reflected back uses the attackers to hit and damage roll.

Reflecting Magic: The Phalanx can reflect back Single target or Line AOE Spells so long as the level of the spell is less than or equal to the number of Sorcery points spent on the initial summoning of the Phalanx.

Phalanx Armour

The Penultimate final form of the Phalanx spell craft. Truly skilled wielders could shape the Phalanx to their bodies in a form of armour.

Personal Armour: When the Phalanx is summoned you may spend 5 sorcery points to mould the Phalanx around you covering yourself in an armour of pure force. During this time you gain the following effects.

-Your Ac is replaced by the Phalanx's AC unless your AC was higher.

-The Phalanx takes all damage instead of you.

-Your Unarmed and Melee weapon attacks Deal additional Force damage equal to 1d6 per Sorcery point spent on the initial summoning.

-You cannot use BASH during this time

- You must concentrate on the phalanx as normal.

-you may make one extra weapon or unarmed attack as a bonus action.

Phalanx Armour lasts 1 minute or un till Phalanx is destroyed. You cannot use this feature again until you finish a long rest.

 

Ally armour: When the Phalanx Armour is summoned you may spend 5 sorcery points to mould the armour to an Ally covering them in an armour of pure force. During this time they gain the following effects.

-You must concentrate on the Armour as normal.

-Your Ac is replaced by the Phalanx's AC unless your AC was higher

-The Phalanx takes all damage instead of the Ally.

-The Ally’s Melee Weapon attacks deal an additional 1d6 per sorcery point spent on the inital summon force damage

The Armour lasts for one minute or until the Phalanx is destroyed. Once used this feature cannot be used again until you finish a long rest.

Rampart: While under the Effects of Personal Armour you may choose to detonate the Phalanx. If you do so all creatures in a 20 foot radius around you must make a dexterity saving throw as the Force that had been constrained and forced into shape erupts out in a violent shock wave. Creatures that fail the saving throw suffer force damage equal to 1d12 per sorcery point spent on the initial summon + your sorcery level and are knocked prone. Creatures that succeed take half damage and are not knocked prone. After using this feature to Phalanx cannot be summoned again until you finish a long rest

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