Sorcerer
Base Class: Sorcerer

Resilience, determination, and a fiercely independent spirit are the hallmarks of those who walk the path of the Gritforger. These sorcerers have honed their minds to enhance their natural abilities, manifest weapons, and reshape the space around them by channeling the sheer strength of their will.

Unyielding

When you choose this sorcerous origin at 1st level, you gain Advantage on saving throws to resist or end the charmed and frightened conditions. You gain proficiency in Intimidation.

Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

When you are unarmored, your Armor Class equals 10 + your Dexterity modifier + your Charisma bonus.

Grit Hammer

Beginning when you gain the Font of Magic feature, you gain access to the Grit Hammer, an ethereal fist that wraps itself around your hand and channels the ferocity of your will and raw energy. As an bonus action, you may expend sorcery points equal to your proficiency bonus to manifest the Grit Hammer in either hand for up to one minute. It does not count as being held and is not a spell or spell effect.

The Grit Hammer is considered a simple melee weapon you are proficient with and has the light and finesse properties. It cannot be dropped or thrown, and it dissipates if you become incapacitated or choose to dismiss it. It is not considered to be held and is not a spell or spell effect.

Attacks with the Grit Hammer use your spell attack modifier. When you use it to attack, choose one of the following damage types: bludgeoning, force, or psychic. On a critical hit, you add your sorcerer level to the damage, and the target creature must make a Strength saving throw against your sorcerer spell save DC. Failure results in being pushed five feet directly away from you and knocked prone.

The Grit Hammer inflicts damage equal to Xd8 + your Charisma modifier. X is equal to half your sorcerer level, rounded up.

If a creature reduces you to less than half of your maximum hit points with a melee attack, you may immediately summon the Grit Hammer if it isn’t already summoned. If you use it to attack that creature with your next action, you have advantage on the attack roll and a success is treated as a critical hit. You may use this ability again when you complete a long rest.

Grit Hammer Critical Hit

Attacks with the Grit Hammer use your spell attack modifier. When you use it to attack, choose one of the following damage types: bludgeoning, force, or psychic. On a critical hit, you add your Sorcerer level to the damage, and the target creature must make a Strength saving throw against your sorcerer spell save DC. Failure results in being pushed five feet directly away from you and knocked prone.

The Grit Hammer inflicts damage equal to Xd8 + your Charisma modifier. X is equal to half your sorcerer level, rounded up.

If a creature reduces you to less than half of your maximum hit points with a melee attack, you may immediately summon the Grit Hammer if it isn’t already summoned. If you use it to attack that creature with your next action, you have advantage on the attack roll and a success is treated as a critical hit.

Force of Will

Beginning at 6th level, you have Advantage on Counterspell and Dispel Magic spellcasting ability checks when you cast them.

You gain resistance to psychic damage. If you already have it, halve any remaining psychic damage after resistance is applied, rounding up.

When you fall unconscious, you may choose to pass your first death saving throw. If you do so, you must finish a long rest before you can use this ability again. Additionally, any time you become stabilized, you return to 1 hit point after 1d4 rounds.

Overdrive

Beginning at 14th level, you may use a bonus action and spend sorcery points equal to one of your ability modifiers to double it for one round. You may not double more than one ability modifier.

If you have no sorcery points remaining, you may take psychic damage equal to your ability modifier multiplied by ten to use this ability.

Give No Ground

At 18th level, you may create a five foot sphere of dichroic light centered on yourself. You may not be moved against your will or bound in place by any magical or non-magical means, you gain resistance to all damage, and gain advantage on all saving throws. This sphere lasts for one minute unless you dismiss it earlier or lose consciousness.

You may use this ability again after a long rest. You may permanently lose a spell slot of 5th level or higher to use this ability at any time.

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