Sorcerer
Base Class: Sorcerer

You grew up in a monetary, which at some point, made a pact with an almighty patron. In exchange for cult servitude, your monetary learned how to harness their ki via arcane spellcasting, bypassing the physical and mental discipline usually required.

Ki Acolytes are frowned upon almost universally, which leads them to rarely socialize outside their cult. Most Ki-Acolyte adventurers have fully withdrawn from their cult, either due to excommunication or deciding to rebel against it.

 

d6 Monastary Patron
1 Archfey
2 Celestial
3 Lich
4 Fiend
5 Fathomless
6 Great Old One

  

 

Spell Level Spells

1st

Faerie of blows

2nd

Spider climb, Mirror image

3rd

Counterspell, Blink

4th

Elemental bane, Freedom of movement

5th

Awaken, Telekinesis

 

 

Monastic Facade

From 1st level: your AC = 10 + Dexterity + half your proficiency bonus (rounded down). You gain proficiency in simple weapons and one set of artisans tools. Additionally, a short rest will now restore 66% of your sorcery points (rounded up).

Martial Enchantment

Starting at 1st level, you gain the 'Martial Enchantment' metamagic. By spending one Sorcery Point while you cast a spell, the damage of your simple weapons & unarmed strikes will change until your next turn. The new damage equals your Charisma modifier + 1 monk die roll (matching your level to the monk die table).

Cantrip Serenity

When you use Martial Enchantment at 6th level, you may add your charisma modifier to the damage of your cantrips. Additionally, you may add an improved version of Lightning Lure, True Strike, and Blade Ward to your Sorcerer spell list. If you already have any of these cantrips, you may instead choose cantrips from the Cleric spell list.

 

Lightning Lure: Attack range is doubled, and can now pull the targeted creature up to 30 feet

True Strike: When casted, either disengage or gain +10 movement speed automatically. All of your attack rolls will gain advantage until your next turn (rather than on your next turn). This version of True Strike does not require concentration, and you have advantage on concentration saving throws until the spell ends.

Blade Ward: When casted, either disengage or gain +10 movement speed automatically. You gain resistance to all damage types except for Radiant (rather than only bludgeoning, piercing, and slashing). You also gain temporary HP equal to your proficiency bonus + 1 roll of your monk die, which persists after the spell ends.

Arcane Dodge

At 14th level, you have mastered the ability to phase in & out of ideal positions. When you are hit by a melee attack, you can expend 1 spell slot as a reaction. Roll your monk die once for each level of the expended spell slot, and reduce the damage by your total. If you reduce the damage to zero, you can make an unarmed strike against the triggering opponent as a reaction, even if it is outside your melee range. If this unarmed strike lands, the target will be stunned, until it succeeds a Constitution saving throw on its own turn.

Metamartial Supremacy

18th level,  Arcane dodge can now activate against ranged attacks. If you reduce a ranged attack to zero, you may cast a spell of level 3 or lower as a reaction. Additionally, if Arcane Dodge ever reduces an attacks damage lower than zero, the negative damage will return to you as HP.

Previous Versions

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