Sorcerer
Base Class: Sorcerer

A sorcerer who practices with these kind of weapons that rogues become adept with, however you master more into the dagger and knife area of the side.

Level 3: Bouncing Knives

Your daggers act like boomerangs between enemies, deadly.

You gain a new action on your turn while Innate Sorcery is active. You may take a magic action to throw a dagger, if you hit with a dagger you have thrown, you may cause the dagger to bounce between enemies. If there is more than one enemy within the range of a bounce, you must hit all available enemies at least once before you can strike a creature who has already been hit. Any dagger you throw during Innate Sorcery deals 1d4, this overwrites other changes, and you may use your Charisma modifier when calculating your to hit and damage. the damage increases to 1d6 at lvl 10 and then to 1d8 at level 14.

The range of your bounce starts at 10 feet, and this bounce range increases as you gain levels in this subclass. lvl 6 (15 ft.),, lvl 14 (20 ft.).

Your daggers only bounce once, and are unable to bounce to creatures behind full cover, this amount increases as you level up in this class. lvl 6 (2 bounces), lvl 10 (3 bounces), lvl 14 (4 bounces), lvl 18 (5 bounces)
Ex. at lvl 10 you are able to hit a total of 4 creatures if enough creatures are in range. or 2 creatures 2 times if only two creatures are in range.

Each bounce after the original attack roll is considered to be a 10 on the d20 test to hit, this increases to 12 at lvl 18. Similar to the effects of a Clockwork Amulet. However, you deal 2 less damage per bounce that happens, minimum of 0 damage. this reduction stops once your combined reduction does stop growing at a certain point; lvl 3-13(6 max reduction), lvl 14-20 (8 max reduction)
Ex. lvl 10, 18 charisma. hitting 4 enemies; 1d6+4 -> 1d6+2 -> 1d6 -> 1d6-2

Level 6: Magic Knives

Whenever you take the magic action to throw your knives from Bouncing Knives, you may spend 1 sorcery point to cast a sorcerer cantrip you know. This cantrip must target one of the creatures hit by your Bouncing Knives.

Additionally, any Bouncing Knife you throw returns to your hand after it completes its bounces.

Level 14: Conjure Conduit

As a bonus action, you may expend a leveled spell slot to create a spectral pillar within 80 feet of you. this pillar is a valid target towards your bouncing knives. However, if you were to attempt to bounce off of the pillar, your bounce range is 5 ft. shorter than if you were to hit a creature. When you summon this pillar, any creature that is not within 5 feet of it but no further than 15 feet from it must succeed a strength save against your sorcerer spell save DC or be pulled within 5 feet of it. creatures huge and larger are unaffected by this pull.

Hitting a pillar with a bouncing knife gives you many benefits, as listed below;

  • Hitting a pillar doesn't lessen the damage of your next portion of damage.
  • You gain one additional bounce if you hit a pillar

Ex. lvl 14, 18 charisma. You begin with hitting the creature: 1d6+4 -> pillar -> 1d6+2 -> pillar -> 1d6 -> etc

The pillar has an AC equal to your Spell Save DC and has HP equal to 2 times your sorcerer level. It is immune to psychic and poison and fails all saving throw. You may only ever have 2 pillars at one time and they vanish after 1 minute has passed. 

Level 18: Light Spells

You may now throw a Bouncing Knife as a bonus action as well, only while your Innate Sorcery is active. 
Additionally, if you are able to successfully start a Bouncing Knife chain as apart of this Bonus action you may cast a spell with a casting time of a bonus action as well. The spell must not be of a level higher than 3rd, nor be used with a slot higher than 3rd. You must follow all rules for casting a spell.

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