Sorcerer
Base Class: Sorcerer

Your innate magic comes from the fighting spirit of your ancestors. Most often, sorcerers with this origin trace their descent back to a great warrior that demonstrated enough great strength and power to have developed a powerful magic energy that manifests into sorcery. 

 

Sorcerous Weapon

Over the course of a minute, you can infuse a weapon with magic, giving it a bonus to attack and damage rolls based on your level, if it doesn't already have an equal or higher bonus, and making it magical for the purpose of overcoming resistance to nonmagical damage. You can infuse a number of weapons with magic equal to your proficiency bonus. Also when you cast a spell that creates a weapon (Shadow Blade, Flame Blade, etc,) it counts as a sorcerous weapon and gains the appropriate bonus. 

Level 1: +1 bonus

level 11: +2 bonus

Level 17: +3 bonus

Warrior Magic

The warrior spirit of your ancestors gives you proficiency with Simple and Martial weapons, Medium armor, and shields. You can cast spells with somatic components even while holding weapons or a shield. And when you make an attack with a weapon you infused with magic you can use charisma for attack and damage rolls. 

Additionally, you get acess to an expanded spell list

Spell Level Spells
1st shillelagh, primal savagery, compelled duel, wrathful smite
2nd branding smite, spiritual weapon
3rd conjure barrage, flame arrows,
4th staggering smite, faithful hound,
5th steel wind strike, conjure volley,

Martial Metamagic

Starting at 6th level you can choose martial metamagic options separate from those you have already chosen. You can choose an amount of martial metamagic options equal to your proficiency bonus. 

 
Bifurcated Strike

 

You can spend 3 sorcery points to make an extra attack whenever you take an attack action until the end of your turn

Misty Strike

 

When you take the attack action on your turn you can spend two sorcery points to teleport to an unoccupied space you can see within 30 feet of you

Quickened Strike

 

You can spend two sorcery points to take the attack action as a bonus action

Sorcerous Guidance

 

When you miss an attack you can spend 1 sorcery point to add your charisma modifier to the attack roll potentially turning a failure into a sucess

Sorcerous Reach

 

When you make a melee attack you can spend 1 sorcery point to add 5ft to the range of your attack

Sorcerous Smite

 

When you hit with a melee attack you can spend 1 sorcery point to add an additional 1d8 force damage to the attack

Sorcerous Snipe

 

When you make a ranged attack you can spend 1 sorcery point to attack at long range without disadvantage

Teleport Strike

 

You can spend 2 sorcery points to teleport to an unoccupied space within 5 feet of any creature you can see and take the attack action on them

Trifurcated Strike (11th Level Required)

 

You can spend 5 sorcery points to make three extra attacks whenever you take an attack action until the end of your turn

Twin Strike

 

When you take the attack action on your turn you can spend one sorcery point to attack another creature.

 

Blood Vitality

At 14th level, you gain the ability to siphon the life force of defeated foes. As a reaction when you kill a creature, you gain temporary hit points equal to your sorcerer level and regain a number of sorcery points equal to your charisma modifier. You can use this feature a number of times equal to your charisma modifier. You regain all expended uses on a long rest. 

Sorcerous Strength

Beginning at 18th level, You can use a bonus action to spend 8 sorcery points and call upon the power of ancient warriors to endow yourself with endurance and martial prowess.   While under this effect your base AC becomes 18,  you have resistance all bludgeoning, piercing, and slashing damage, you ignore all sources of disadvantage and gain advantage on attack rolls with simple and martial weapons, and when you hit a target with a weapon attack you deal an additional 3d12 force damage. This effect lasts for one minute It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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