Sorcerer
Base Class: Sorcerer

Steel Scion

While most creatures have iron in their blood, the life force running through your veins contains solid steel, binding your will to the weapons of the world. Sorcerers of this origin may have been augmented magically to turn them into super soldiers, or perhaps their bloodline contains legendary war heroes with talent so great their weapons and body seemed to come together, passing their skills to their descendants. 

 

 

 

One With Steel

When you choose this origin at 1st level, As magic flows through your body, Due to your bloodline. your skin hardens like steel, and parts of it are covered by a thin Hard but flexible Steel, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. also, your AC equals 13 + your Constitution modifier (as natural Armor)

Arcane Weaponry

Starting at 1st level, any Melee weapon you are wielding can be used as your spell focus if you are proficient with it.

Additionally, as a bonus action while wielding a melee weapon in which you are proficient, you can expend a spell slot of 1st level or higher, and choose one damage type from (fire, cold, or lightning) to coat your weapon with that aura, dealing an additional 1d4 damage of the type you chose on a hit, and the weapon counts as magical for the purpose of overcoming nonmagical damage resistance and immunity.
this effect last for a number of rounds equal to 1 + the slot level expended, disarmed of the weapon, or incapacitated.

the damage bonus increases to (1d6) at 5th level, 10th level (2d4), and 15th level (2d6).
(acid, necrotic, & radiant) are available at the 5th level.
at 14th level you can activate the aura as part of your attack.

Additionally, you gain proficiency in melee martial weapons.

Integrated Metal

Starting at the 6th level, During a long rest, you can spend an hour integrating a metal shield into your body. Doing so requires attunement, and you can only receive the benefit from that shield AC bonus. You can only benefit from one shield in this way, and you cannot benefit from another shield even if you wield it. You can spend an hour during a long rest to remove your attunement to a shield, returning it to its original form.

additionally, you gain proficiency in shields.

Core Trance

By the 6th level, you have learned how to channel the might of the planet's metal through yourself. strengthening your skin even more and making your weapons Deadlier.
As an action, you can spend 4 sorcery points to enter a deadly trance, for 10 minutes.
While you are in this trance, you gain the following benefits:

  • When you take the Attack action on your turn, you can make an additional attack.
  • Your melee weapon attacks add your Charisma modifier to their Damage rolls.
  • when entering this state, you gain 10 temporary HP.

when you reach the 14th level you gain resistance to piercing, and slashing damage when core trance is active.

Active

Core Trance Active

Active level 14+

Core Trance Activate

Steel Warrior

Beginning at the 14th level, when you take the Cast a Spell or Attack action, you can make one weapon attack as a bonus action.

Wounding Weaponry

Beginning at the 18th level, you score a crit on a roll of 19, & 20.

Additionally, when you take the attack action you have 1 more attack, for a total of 2. However, while "Core Trance" is active you have 3 attacks.

Previous Versions

Name Date Modified Views Adds Version Actions
4/19/2025 4:55:48 PM
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Steel Scion (HB) Image

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