Base Class: Sorcerer
A sorcerer of selfless nature and protective pursuit, your magic manifests itself through your desire to support others, bringing you safety and security in the process. Imbuing allies with the same magic that suffuses themselves, these sorcerers augment their strengths, covering their weaknesses, and upon reaching mastery, becoming a catalyst for the inevitable success of everyone under their influence. Often called Arcane Guardians these sorcerers take a backseat to the events of life, letting others shine while they lift them higher, watching and protecting them. Many a hero was made by the hands of an Arcane Guardian.
Loving Protection
Starting at 1st level, your selfless nature begins to show in your spellcasting. Whenever an ally within 30 feet of you fits the casting requirements for a spell with a range of Self and a casting time of 1 Reaction, you can spend an amount of sorcery points equal to the spell level to cast the spell and give the effects to them. You can do this an amount of times equal to your Charisma modifier, resetting when you finish a long rest.
Gifting Inner Strength
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour
Quickened Assault When your target casts a spell that has a casting time of 1 action, they can choose to change the casting time to 1 bonus action for this casting. Alternatively, they can make one melee or ranged weapon attack as a bonus action.
Subtle Assault When the target casts a spell, they can choose to cast it without any somatic or verbal components. Alternatively, they can give themself advantage on one melee or ranged weapon attack roll.
Empowered Assault When the target rolls damage for a spell or weapon attack, they can reroll a number of the damage dice up to your Charisma modifier (minimum of one). They must use the new rolls.
Heightened Assault When the target casts a spell that forces a creature to make a saving throw to resist its effects, they can give one target of the spell disadvantage on its first saving throw made against the spell. Alternatively, if they make a melee or ranged weapon attack and hit, they can add your Charisma modifier to one of the damage rolls (minimum of one).
Altruistic Splinter
Starting at 14th level, you learn to manipulate the bounds of your sorcery. Whenever you cast a spell that has a range of Self, you can spend an amount of sorcery points equal to twice the spell's level to change the range to Touch as long as the target is a willing creature. The spell level limit of this feature is half your Charisma modifier. You can do this an amount of times equal to half your proficiency bonus, resetting when you finish a long rest.
Arcane Enlightenment
Starting at 18th level, you gain the ability to funnel your strength into your allies. As an action on your turn, you can boost your allies' power until the end of your next turn. Every creature of your choice that is currently under the effects of a concentration spell cast by you receives the following additional effects:
- Their speed is increased by 30 feet.
- Every melee and ranged weapon attack roll they make is made with advantage. This advantage ignores any disadvantage also being applied to the target.
- Any attacks the target makes that hit receive a damage bonus equal to your Charisma modifier (minimum of one).
- The target gains a bonus to AC equal to half your Charisma modifier (minimum of one).
This feature can be used a number of times equal to your proficiency bonus, resetting on a long rest. Simulacrums are unable to use this feature.







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