Sorcerer
Base Class: Sorcerer

Being a sorcerer can feel like a horrible curse. So much power and responsibility thrust upon someone who may not be worthy and/or capable enough to use it, and said power is raw magic the Sorcerer may not even know the origins of. Where the Meditating Soul Sorcerer got their magic from does not matter to them. They just wish to be in control of their powers, so they may have turned to the guidance of a Monk to learn how to tame the untamable inside them. Whether some villagers asked a traveling Monk to look after their mysterious magic orphan or the sorcerer traveled to a remote monastery for help understanding their gifts, they have learned to channel their power as if it was ki, and in doing so, they have unlocked powers and abilities that their bloodline have never seen before.

This Sorcerer Subclass is designed for those who wanted to make a Sorcerer/Monk multiclass but were discouraged by the incompatibility of ki and sorcery points despite being so similar. The road to mastery is not easy, but by following this path you will transform yourself from a block of glass into a deadly glass cannon. Remember that you are a sorcerer first and foremost, and that your magic is still your greatest strength. Fighting should always be the last answer to a problem.

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Image created by Jason Engle for Magic the Gathering

Soul Fist Technique

At 1st level, your practice of martial arts gives you better control over the untamed magic raging inside you. With that newfound control, you have learned how to meld your magical power into your marital arts to practice a new fighting style known as the soul fist technique. While you aren't wearing armor or wielding a shield, you gain the following benefits:

    • By practicing the soul fist technique, you can use your action to attack with an enhanced punch or kick powered by your magical energy (this is a unique action and not a new option for the attack action). The soul fist attack is a melee spell attack with a range of 5 feet. You are proficient with it, and you add your Charisma modifier to the attack and damage rolls. Its damage is force, and its damage die is a d6. This die changes as you gain sorcerer levels. The damage of the soul fist attack changes to 2d8 at level 5, to 3d10 at level 11, and to 4d12 at level 17.
    • When you make a soul fist attack, once per turn you can add a +2 bonus to AC until the start of your next turn while you aren't incapacitated as a free action.
    • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make 1 soul fist attack on that creature, rather than making an opportunity attack.

Magical Arts

At 1st level, you have learned martial arts alongside spellcasting, so you have discovered how to better defend yourself while casting your spells. While you aren't wearing armor or wielding a shield, you gain the following benefits:

  • You can use a bonus action on your turn to take the dodge action immediately before or after you cast a spell of 1st level or higher.
  • You can replace the material components (those without a cost) of a spell with a somatic component represented by an appropriate martial arts technique instead (casting times longer than an action or bonus action would be represented by long martial arts demonstrations throughout the casting time), but you must not be Restrained to use this ability.

Arcane-Empowered Strikes

At 6th level, you can tap into your latent magical power to cause tendrils of magic to stretch out from your fists and feet to enhance your soul fist technique. You can use a bonus action and spend 2 sorcery points to activate your Arcane-Empowered Strikes, which lasts for 1 minute. You can also dismiss the Arcane-Empowered Strikes at any time you choose (no action required). While your Arcane-Empowered Strikes is active, you gain the following benefits:

  • You can change your soul fist's damage type from force to acid, cold, fire, lightning, poison, or thunder damage. The magical tendrils will change appearance to match the new damage type, so for example your soul fist will send out bursts of poison gas from your jabs or sweeping flames will extend from your roundhouse kick.
  • Your soul fist attack now have a reach of 10 feet. The soul fist attack's reach increases with this ability by 5 feet when you reach 14th level of Sorcerer (15 feet), and 18th level of Sorcerer (20 feet).
  • You gain blindsight with a range of 10 feet. The range of your blindsight increases with this ability by 5 feet when you reach 14th level of Sorcerer (15 feet), and 18th level of Sorcerer (20 feet).

Meta-Ki

At 6th level you gain the following new abilities based on your chosen Metamagic options at levels 3, 10, and 17. These abilities are in addition to the Metamagic abilities to alter spells, and Meta-Ki abilities are used separately from Metamagic options:

    • Careful Spell: When you target a hostile creature with your soul fist attack, you can spend 1 sorcery point to take the Disengage action as a free action this turn.
    • Distant Spell: As a bonus action, you can spend 1 sorcery point to take the Dash action.
    • Empowered Spell: When you hit a target with your soul fist attack, you can spend sorcery points (3 max) to add an extra soul fist damage die to the damage roll for each sorcery point spent.
    • Extended Spell: As a bonus action, you can spend 2 sorcery points to spend up to 2 hit dice to heal yourself. Roll the dice, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
    • Heightened Spell: When you hit a creature with your soul fist attack, you can spend 3 sorcery points to give the target disadvantage on their next saving throw until the start of your next turn.
    • Quickened Spell: You can spend 1 sorcery point to use your soul fist attack with a bonus action.
    • Subtle Spell: When you make a Dexterity check, you can spend 1 sorcery point to add your proficiency for that check (if you already have proficiency in the skill(s) Acrobatics, Sleight of Hand, or Stealth then your proficiency bonus is doubled for that check).
    • Twined Spell: When you use your action or bonus action to use your soul fist attack, you can spend 1 sorcery point to make 2 soul fists attacks for that action or bonus action.

Mastery of Body and Soul

At level 14, you have mastered the soul fist technique. All of your training of your body and soul has now bore fruit, so you gain the following benefits:

    • You add 10 feet to your walk speed.
    • You gain proficiency in Dexterity saving throws.
    • You can attack twice, instead of once, whenever you use your action to use your soul fist attack on your turn.
    • You suffer none of the frailty of old age, and you cannot be aged magically. You can still die of old age, however.

Potential Unlocked

At level 18, you have now gained full control over your body, soul, and magical powers. You can unlock the subconscious restraints you placed on your magical power to prevent your magic from getting out of control. Now that you have full control over your magic with no restrictions on them, you can use it to enhance your Arcane-Empowered Strikes' power to reach your full potential. On your turn, you can spend 10 sorcery points as a bonus action to gain the following benefits for 10 minutes, while you are not incapacitated:

  • You become wreathed in a luminous, magical aura that sheds dim light in a 20-foot radius around you.
  • You gain the benefits of your Arcane-Empowered Strikes ability, and your magical aura changes to resemble the damage type you selected with that ability. 
  • You gain resistance to the damage type you selected with your Arcane-Empowered Strikes ability (including force if the damage type of the soul fist attack wasn't changed) plus resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks.
  • You gain the effects of a Mage Armor spell that lasts until this ability ends.
  • When a creature within 20 feet of you is reduced to 0 hit points, you can use your reaction to regain sorcery points equal to your Charisma modifier (minimum 1).

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