Sorcerer
Base Class: Sorcerer

A forgotten avatar of war has chosen you as its champion, weaving its power into your soul. Perhaps your bloodline was manipulated to create the perfect vessel, or maybe you once held a cursed relic from a war lost to time. However this power found you, it stirs within your mind a relentless drive for conflict. Memories not your own surface, echoes of ancient warfare where steel and spell were as one.

Warrior's Blood

Mysterious and ancient memories gift you battle knowledge. You gain training with Light and Medium armor, and proficiency with Martial weapons that lack the Heavy property. You can use a weapon you are proficient with as a Spellcasting Focus for your Sorcerer spells.

The power within you reshapes your body. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

Warsoul Spells

When you reach a Sorcerer level specified in the Warsoul Spells table, you always have the listed spells prepared.

Spellstrike

A peculiar memory teaches you a lost technique that blends magic and steel: the Spellstrike. As a Bonus Action, you can cast a spell of 1st level or higher by expending Sorcery Points equal to the spell slot used for the casting. Instead of inmediately taking effect, the spell is infused into a Melee weapon you are wielding and are proficient with. 

The spell must have a casting time of an action and Concentration or Instantaneous duration. Spells that require a weapon as Material component can't be infused.

As an Attack action, you can strike a target with the weapon, triggering the spell. If your turn ends without taking this action, the spell fizzles and fails.

While your Innate Sorcery feature is active, you can infuse a spell without expending Sorcery Points.

Spellstrike interacts with the spell's mechanics as follows:

Spell Attack Rolls. On a hit, you deal the damage and effects of both the weapon and the spell, without requiring a spell attack roll. On a miss, the spell fails. If you have Advantage on the attack roll of the spell (like with Innate Sorcery), you have Advantage on the attack roll of the weapon. 

Multiple Targets. Only one spell attack is linked to the weapon attack. The other spell attacks are resolved as if the spell was cast normally. You ignore the Disadvantage from being within 5 feet of a hostile creature. Magic Missile hits a target regardless of the result of the weapon attack.

Saving Throws. On a hit, you deal the damage and effects of the weapon, and then the target makes the first saving throw against the spell with Disadvantage. On a Critical Hit, the target automatically fails the first save. On a miss, the target automatically succeeds on the save.

Concentration. You have to concentrate on the spell as soon as you attack with the weapon, even if you miss. The spell triggers after the weapon attack. If the spell requires you to choose one or multiple creatures, the target of your attack is automatically chosen.

Area of Effect. The area's origin point is the target of the weapon attack, unless the spell has a range of Self. The form and size are determined by the spell, and the target must be inside this area. Other creatures within the area treat the spell as normal. You automatically succeed on the saving throw if you are within the area.

Metamagic. Distant Spell gives the weapon the Reach property. Seeking Spell works with the weapon attack roll instead. Quickened Spell doesn't work. Other Metamagic options only twist the spell.

Note: Edge-Case Spells
Merging spells with weapon attacks can create unusual interactions not explicitly covered by Spellstrike. If an interaction is not clear, talk with your DM. When in doubt, choose the option that keeps the game balanced and fun for everyone. 

Enhanced Knowledge

Memories surge more fiercely through your mind. You can now infuse cantrips with Spellstrike, under the same restrictions as spells. Cantrips don't require Sorcery Points to be infused. 

In addition, you are now Immune to the damage of your own spells.

Unyielding Focus

The experience from memories and countless battles have tempered your mind into steel. When you fail a Constitution saving throw to maintain Concentration on a spell, you can spend 2 Sorcery Points to succeed instead.

Warmaster

You embody the wrath of a god of war, channelling raw destruction with every strike. While your Innate Sorcery feature is active, you gain the following benefits:

Letal Strikes. Your attack rolls with weapons score a Critical Hit on a roll of 18-20 on the d20.

Arcane Aegis. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Advanced Spellstrike. You can expend 2 Sorcery Points after a Spellstrike to make a second Spellstrike with the same spell. This spell deals only half its normal damage. If it has Concentration duration, only the first Spellstrike deals the effects.

Previous Versions

Name Date Modified Views Adds Version Actions
7/25/2024 2:56:57 PM
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7/15/2025 2:22:00 PM
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12/25/2025 2:07:06 PM
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12/25/2025 2:13:04 PM
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