Base Class: Sorcerer
a group of sorcerers decided they didn't want to be built like a paper clips anymore and started running fades and casting the ultimate spell; these hands.
range is for chumps
at 3rd level, you suddenly find out that you are indeed about that life. you are now only able to use your magic via your unarmed attack (you are now also able to use your own body as a spell casting focus), when ever you cast a spell you store it inside of yourself until you swing at someone and connect, upon connection, the spell is cast centered on the place of contact. if the spell has a damage range, said range is halved and the shape (if it has one) is turned into either a line or a cone if not already so (spheres and cubes will become cones while cylinders become lines[width is is equivalent to hand size]), other wise it behaves as normal. And even if you missed your attack, your spell slot is still used up without the spell actually going off. also, you're now proficient in and have your spell casting ability as strength, and your hit dice is now a D8. at 9th level your unarmed attack dice changes from a D4 to a D6.
Combos and power
starting at 6th level, you find you have gotten physically stronger, and are able to slam people with the same spells as long as you can keep hitting them. your unarmed attack goes up by one dice, and then one more per 3 levels (i.e. 6th level is 2d4, 9th level is 3d4, etc.). also whenever you make an unarmed attack that you have imbued with magic, you can now roll a d4 and the result is the amount of hits you are able to make, each imbued with the original spell at no extra cost to spell slots. there is one draw back to this, and that is that you must make an attack roll for each hit, with a failed attack ending the combo (ex. if you roll a four when swinging and miss the first one, you are unable to make the last 3 attacks.), and the target of the attack is able to use a reaction(s) if they have any at anytime during the combo. the number of dice also goes up by one similarly to the first ability, but instead of every 3 levels, its every 6 (i.e. 6th level is 1d4, 12th level is 2d4, etc.). attacks do not roll over to other targets, if target dies before all are resolved, unresolved attacks disappear. at 12th level your combo dice is changed from a D4 to a D6. And each time a perfect 6 is rolled, you are able to roll an additional combo dice, this ability also carries over to the extra combo dice (ex. at 12th level you make an unarmed attack imbued with a spell, you get to roll 2D6 for additional hits. say both of those rolls end up being 6's, you are now able to roll an additional two more combo dice, and if one of those is a 6 you can roll another one. this keeps going till you stop getting 6's).
aim for the chin.
at 14th level, you find out that chin shots really hurt your opponent. whenever you make your initial attack per combo dice (meaning it does not include any extra attacks from your combo dice [say you roll your 2d6 combo dice and end up with a 5 and a 3, this ability would only trigger twice, however if you manage to get extra dice via 6's, those extra dice add to the count.]) you will make a STR check and they will make a CON save. if you get a 20 or they get a one, it counts that hit and that hit only as a critical and stuns the target. if a target is stunned already when you land this blow you get a +1 towards your roll, while they get a -1 towards theirs, this does stack with the roll buff/debuff going up/down by one per each additional "stun". each chin shot is rolled at the beginning of each combo dice (so if you rolled a 3 and a 5, your first and either 4th or 6th shot [you can pick the order] are when you would preform a chin shot). **this ability can still be used against things without a chin, I just thought the name was kind of funny so I just rolled with it**
ultimate brawler
at 18th level, you have become the ultimate brawler. your unarmed strike dice is increased to a D8, and it's damage (including spell damage) is now doubled whenever you roll a 15 or higher, you land a critical hit on a roll of 18+, with critical hits now doing triple damage instead of double. anything targeted by your attack now has disadvantage on reactions too your blows. if you are drop below 0 hit points you can make a DC 19 CON save, on a success, you are put down to 1D8 Hit points instead of 0, and on a failure your total number of needed saves to not die is decreased by 1.
Comments