Sorcerer
Base Class: Sorcerer

Your innate magic comes from the pain and suffering from mayor conflicts long forgotten but still echoing in your blood. You might have survived a recent catastrophe and by sheer anger or pure necessity manifested feats of martial magical prowess. Perhaps through planar resonance with Acheron, the Avernus, or the infinite wars raging in the multiverse itself. Perhaps you were marked by higher powers to bring the ravages of war to the land or appointed to bring an end to them by force. Your aptitude comes from a lineage of magical warriors, and now it's your birthright. The first time you used magic it was due to a crisis and you felt powerless, completely out of control.  It was then when the impotent rage became potent.  Magic burst out of you.  All of which would have been confusing, if you weren't so full of Arcane energy and rage in that moment. Since that day you have learned how to harness and control both of these incredibly powerful forces.

Persistent Anger

The anger wells up within you. Regardless of damage, you are going to make sure that whoever opposes you will pay for their actions.  After failing a concentration saving throw while focusing on a spell, you can instead use your reaction and choose to succeed it.

Once you use this ability, you may not use it again until you complete a short or long rest.

Unbridled Rage

You have learned how to use your anger as a means of focus.  As you are so focused on the destruction of your enemies, you ignore the scrapes and bruises that a lessor focused person would feel. Though you are likely not strong, because you're using this rage as a focus, unlike the barbarian, you can cast spells and maintain concentration. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
  • Once you have raged the number of times equal to your constitution modifier, you cannot do so again until you take a long rest.

 

Arcane Warrior

The rage inside you often causes you to enter melee combat, despite your weaker physical stature. Over time you have learned the ability to bond a weapon to you over the course of a 1 hour short rest. You can use this weapon as a spellcasting focus for your spells. When you attack with that weapon, you can use your Charisma modifier, instead of your Strength or Dexterity, for the attack and damage rolls. You also gain proficiency with light armor and martial melee weapons.

Mark of Ire

Starting at 1st level, you can designate who is the focus of your anger.  As a bonus action, you can mark a single target within 60 feet of you.  They are the focal point of your ire.   Every time you do damage to this creature you may add half your level, rounded down, of the same damage type you have dealt.  This lasts until the creature is dead, or you choose to end it at will.  

Once you use this ability, you may not use it again until you complete a short or long rest.  

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Pushing Through the Fire

Beginning at 6th level, your anger fuels you when through all else you should have failed. Where you should have fumbled, it makes your quicker.  Where you should have succumb, your mind became stronger.  Where you should have been weak or enfeebled you came out more powerful.  Whenever you fail a saving throw from a spell or magical effect you can use your reaction to spend 2 sorcery points to re-roll the save.  

Reactive Learning

Through your experience in combat with spells and monsters, at 14th level you gain the ability to quickly assess and counter the effects of a spell you can see. You may cast Counterspell without expending a spell slot. You may increase the level of this spell by expending 4 Sorcery Points per level.

Once you use this ability, you may not use it again until you complete a short or long rest.  

Mantle of Anger

At 18th level, you gain the ability to instill fear and suffering with a glance. As a part of your rage, you take on the Mantle of Anger. Any creature that looks at you must make a Wisdom saving throw of your spellcasting DC.  If they fail the saving throw they are frightened of you and take 3d6 psychic damage.  If the creature remains within 30 feet of you, at the end of their turn they take 3d6 psychic damage.  They can repeat the saving throw at the end of their turn.  If a creature succeeds the saving throw they are immune to it for the next 24 hours.  

Previous Versions

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