Sorcerer
Base Class: Sorcerer

The Memory of Combat magic is in your blood. You are a descendent of war mages. Casters who have practice the art of magical combat such as blade singers, Eldritch Knights, war magic wizards and the like. Their combat skills, magic and instincts is memorized in your blood. The art of battle and magic flows in your veins.

War In The Blood

The trials of war and combat is memorized in your blood making your combat skills instinctive.

You gain light medium armor proficiency, martial, weapons, proficiency, you also gain the ability to create melee weapons out of thin air, as a bonus action you can conjure a memory weapon. when you summon this weapon, you can choose what form it takes and does it 1d4 damage plus your attack modifier. 

Born For This

At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.

The Art Of Battle

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  You also gain proficiency in the performance skill your skill in combat becomes a artful display of deadliness. Your damage increases to 1d6 damage die plus your attack modifier. this weapon is now considered magic



Also at level 6 you may pick one of the following fighting styles

•Archery
•Dueling
•Great Weapon Fighting
•Two-Weapon Fighting
•Thrown Weapon Fighting.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. ◦ In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Battle Memory

At 14th level Your skill and knowledge of combat magic  increases. Your memory weapon damage increases to 1d8. 

Your memory weapon can now also take the form of a ranged weapon and you can also use your charisma as your weapon attack bonus and damage modifier.

 

Aura of Blades

Beginning at 18th level you are able to emit a aura of combat magic and the blades of your ancestors. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of conjured magic blades in a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a dexterity saving throw or take 3d10 slashing damage. On a successful save, the creature takes half as much damage. This damage counts as magical.

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