Sorcerer
Base Class: Sorcerer

   Most sorcerers rely on magic and swiftness to get by in combat and life... You prescribed to no such thing... This subclass is a meme, so have fun.

Level 3: Arcane Athlete

You have Advantage on Initiative rolls, Strength (Athletics) checks, and Dexterity (Acrobatics) checks.

Level 3: Might's Blood

Your magic is tied to your physical vitality, Constitution becomes your spellcasting ability for sorcerer spells instead of Charisma. Additionally, whenever a sorcerer feature refers to Charisma, use Constitution instead.

Level 3: Iron Body

While you aren’t wearing armor, your base Armor Class equals 13 plus your Constitution modifier. Additionally, you can roll 1d6 plus your Constitution modifier in place of the normal damage of your Unarmed Strike. This die changes as you gain Sorcerer levels, becoming a 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17.

Level 6: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 14: Supernatural Potency

Starting at 14th level, if you have failed a Strength or Dexterity check or saving throw, you can expend 4 Sorcery points as a reaction to add a +5 to the roll potentially turning that failed roll into a successful roll.

Alternatively, at the start of your turn, you could expend 4 Sorcery points as a reaction to add an extra 2d6 force damage to your Unarmed Strikes until the start of your next turn. This becomes 2d8 at level 18.

Level 18: Larger Frame

You are treated as one size larger when determining Carrying Capacity, as well as how much you can push, pull, and lift. Additionally, you are now resistance to Bludgeoning, Slashing, and Piercing damage.

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