Sorcerer
Base Class: Sorcerer

Ancient artillerist mages of the past combined archery with sorcery. You may be a descendant of one of these powerful masters. Or you may just be naturally gifted with the arcane arts and have a knack for weapons.
     Your magic springs from a mystical link between the magic in your soul and the innate aptitude for weaponry. You might trace a distant ancestor to an ancient sorcerer of the past who combined the might of their bow with sorcery, or you may just be naturally gifted with the arcane and have a knack for weapons. Whatever your past, magic is inherent in your blood along with an affinity for bows. This link grants you extraordinary affinity for combat. Sorcerers with this origin have a knack for wielding both spells and weapons. In combat your place is amid the fray. You rely on your arcane prowess to shield you from harm and your magic infused arrows to overwhelm your foes.

Archer's Paradox

At 1st level, you gain proficiency with simple and martial ranged/thrown weapons.

You can use Charisma in place of Strength or Dexterity for ranged attacks when rolling to hit or damage. When casting a spell, you may cast it through a ranged/thrown weapon. Make a ranged weapon attack with your current weapon while casting the spell increasing it's range to that of your weapon (Can only be used on spells with a range greater than self or touch), if you hit you deal damage as normal except the damage type becomes that of the spell's damage type and they have disadvantage on any saves made against that spell, but for single target spells if the attack misses the spell does nothing. However, to do this, you must give up your base movement speed until the start of your next turn as you focus on controlling the magic; if you are subjected to a dexterity saving throw after using this feature you cannot save against that effect.

 

Archer's Bond

By spending 1 hour of meditation with a chosen ranged weapon, you forge a special bond with the weapon. If you forge a bond with a different weapon the old bond dissipates. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to repair or recreate the weapon from a fragment. All other fragments lose any unique or magical properties they may have once had. The bonded weapon can only be repaired up to the condition it was in when you bonded to it. As a free action, you can call your bonded weapon to your hand from up to 100 feet away. You can also use your bonded weapon as a spell focus for your sorcerer spells.

 

Battle Mage Utility

At 1st level, your font of magic feature drastically changes. At level 1, you get twice your Cha mod in sorcery points and you gain 1 additional sorcery point every other character level.

When creating a spell slot with sorcery points you may cast a spell from any of your class's lists for that slot level. Excess sorcery points are no longer lost on a long rest and may build up, equal to twice your level. The sorcery point cost per spell slot has also changed


 

Spell slot level Sorcery Point cost

1st

4

2nd

5

3rd

6

4th

7

5th

8

6th

9

7th

10

8th

12

9th

15

 

Artillerist's Aegis

Starting at 6th level, your command of archery magic grows stronger, allowing you to harness it for your allies’ protection.

Shielding Aegis:

As a reaction, you can grant an aegis to one friendly creature, you can see, within 60 feet of you after they take damage. The aegis is a dim, gray aura of arcane energy that protects the target. Any nonmagical bludgeoning, piercing, or slashing damage the target takes is reduced by an amount equal to half your proficiency bonus. This effect lasts for 1 minute or until you use it again.

As a reaction, when a creature you can see within 60 feet of you hits a target protected by your Shielding Aegis with an attack, you can use your reaction to make an attack or cast a spell against the attacker. The spell must have a casting time of 1 action and must target only that creature.

Archer's Edge

At 14th level, you have mastered manipulating your body with magic. After rolling initiative you can choose to immediately gain the effects of Haste by spending 5 sorcery points, you do not expend a spell slot or an action casting Haste

Grand Magi

Starting at 18th level, your mastery of magic allows you to add extra arcane force to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to your sorcerer level. This feature can only be used a number of times equal to your charisma mod per day.

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2020 4:07:54 PM
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