Sorcerer
Base Class: Sorcerer

Someone in your family line was a great and powerful warrior -- possibly even world-renowned. So intense was their fighting spirit, that it was not contained to their own body. Whether the ancestor has died and you are another incarnation of theirs, or your parents had so much spirit that it permeated you before birth causing martial magic to infuse with you, your connection to the weave channels this martial inheritance, giving you greater martial prowess than your sorcerous brethren.

Warrior's Arsenal

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Warrior's Arsenal table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

 

Warrior's Arsenal Spells
Sorcerer Level Spells
1st Shield, Heroism
3rd Branding Smite, Magic Weapon
5th Haste, Slow
7th Fire Shield, Death Ward
9th Hold Monster, Bigby's Hand

Martial Inheritor

Your lineage has granted you knowledge of the martial that others must train for years to achieve. You're instincts alone allow you wield weapons and don armor that other sorcerous bloodlines would find neigh impossible.

At 1st level, you gain proficiency in light, medium, and heavy armors and shields, as well as simple and martial weapons. 

Additionally, when you roll initiative, you may gain temporary hit points equal to your sorcerer level plus your Charisma modifier. Temporary hit points do not stack. All unused temporary hit points are removed when combat ends. 

Expert Reflexes

Your natural instincts on the battlefield have granted you foresight into when a scrum is about to begin.

Beginning at 6th level, when you roll initiative, you may add your Charisma modifier to the roll. Additionally, when you use this feature, you may make one extra attack when you take the attack action for the duration of said combat. You may not do so again until you finish a long rest, unless you expend 4 sorcery points to do so. This does not stack with any other effects granting the extra attack feature. 

Combat Focused

Your spell mastery has allowed you to hold concentration over more than a single spell at a given time.

Beginning at 14th level, you can concentrate on two spells simultaneously. One of these spells must only target yourself, even if it can normally target more than one creature.

Blade Trance

In combat you fall into a meditative trance, completely in tune with the weave.

Starting at 18th level, when you use your action to cast a spell, you may replace the somatic components with a melee weapon attack with a weapon you are holding. There must be a valid target in melee range, and the spell must have somatic components. These need not be the same target.

Previous Versions

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