Sorcerer
Base Class: Sorcerer

You are the arcane powerhouse. Fist of the ancients. Wield that power with the force of your will, and gain strength and resilience heretofore unseen. 

Arcane Fists

While unarmed, your melee attacks deal 1 d4 + your strength modifier of damage , and you can attack with your off-hand using a bonus action.

At 6th level, any attacks made in this way have the added damage effect of Will of the Arcane Fist, but do not cost a sorcery point. Additionally, your fists become magical weapons, for the purposes of bypassing resistances.

Lastly, at first level, your max range on all spells is decreased to 30 feet (though none are increased to 30 feet, if they are already shorter than that). Instead, add your Charisma modifier to any hit rolls if you are within touch range. At 3 feet that bonus decreases by 1; at 5 feet by 2, at 8 feet by 3, etc. but remains at a minimum of 1. Anything more than that is rolled at disadvantage, but still retains the benefit to hit.

Will of the Arcane

At 6th level, you choose the color for your runes. This will determine both the color that your runes glow while 'Will of the Arcane Fist' is active, as well as the elemental effect that the spell has. You may change your elemental attunement by meditating over the course of a long or short rest.

Rune color Element

Black

Necrotic

Blue

Force

Red

Fire

Gold

Lightning

Yellow

Acid

White

Radiant

Green

Poison

Silver

Cold 

Purple

Psychic

 

 

 

Black Runes

Choose a color your runes will glow while Will of the Arcane Fist is active, as well as the specific effect it will take.

Blue Runes

Choose a color your runes will glow while Will of the Arcane Fist is active, as well as the specific effect it will take.

Gold Runes

Choose a color your runes will glow while Will of the Arcane Fist is active, as well as the specific effect it will take.

Green Runes

Choose a color your runes will glow while Will of the Arcane Fist is active, as well as the specific effect it will take.

Purple Runes

Choose a color your runes will glow while Will of the Arcane Fist is active, as well as the specific effect it will take.

Red Runes

Choose a color your runes will glow while Will of the Arcane Fist is active, as well as the specific effect it will take.

Silver Runes

Choose a color your runes will glow while Will of the Arcane Fist is active, as well as the specific effect it will take.

White Runes

Choose a color your runes will glow while Will of the Arcane Fist is active, as well as the specific effect it will take.

Yellow Runes

Choose a color your runes will glow while Will of the Arcane Fist is active, as well as the specific effect it will take.

Arcane Resilience

The flow of magic courses through your veins. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, a field of arcane energy covers your body. When you aren’t wearing armor, your AC equals 13 + your Charisma modifier.

Will of the Arcane Fist

At any point, you may choose to activate your runic abilities. While active, all of your abilities cost 1 additional sorcery point, as well as any they might cost anyway. In return you may deal one die's worth of additional damage per spell cast (including non-offensive spells). The dice to determine this is determined by doubling your charisma modifier (coin-flip, d4, d6, d8, etc.) or increase your AC by that same amount until the beginning of your next turn (Does not stack, except with Arcane Resilience). The type of damage is determined by your Will of the Arcane attunement

When you run out of Sorcery Points, this effect ends. However, if any creatures you've attacked are killed, you gain one sorcery point back in your next turn. If you land the killing blow yourself, you get it back this turn.