Sorcerer
Base Class: Sorcerer

Your innate magic comes from an ancient order of sorcerors who experimented and altered there magic to closely resemble taht of the forge clerics. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who was a member of this order. Some of these bloodlines are well established in the world especially in cities rich in the technological advancements and smith trading, but most are obscure especially in poorer, simplier towns. Any given sorcerer could be the first of a new bloodline, as a result of studying one of the books of the teachings of the Forgemasters left by their ancestors.

Arcane Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Forge Resilience

As magic flows through your body, it causes your body to strengthen to better suit the harsh environment of the forge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally when you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Artisans Sorcery

Starting at 6nd level, you can use a sorcery point to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Arcane Wings

At 14th level, you gain the ability to sprout a pair of Arcane fire wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Forgemaster

At 18th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can use 2 sorcery points and cause the attack to deal an extra 2d8 fire damage to the target. You also become immune to fire.

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