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.
Soul Fist Technique
Starting 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.
- You gain a new attack option that you can use with the Attack action. The soul strike 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 bludgeoning, and its damage die is a d10. This die changes as you gain Sorcerer levels. The damage of the soul strike changes to 2d10 at level 5, to 3d10 at level 11, and to 4d10 at level 17. If you make a soul strike on your turn, you gain a +2 bonus to AC until the start of your next turn, while you aren't incapacitated.
- 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).
Disciple of Metamagics
At 6th level, you become inspired by your ability to twist your spells to suit your needs, so you start personalizing your soul fist technique. You gain metamagic disciplines based on your chosen Metamagic options. Different metamagic disciplines can be used on the same turn with no restrictions outside how many sorcery points you have left (For example, you can use both the Careful Spell and Heightened Spell disciplines on the same soul strike so long you meet the requirements for each of them).
Careful Discipline
When you target a hostile creature with your soul strike, you can spend 1 sorcery point to gain the benefit of the Disengage action until the end of the current turn. At 14th level, you gain the benefits of the Dash action as well.
Distant Discipline
When you make a soul strike on your turn, you can spend 1 sorcery point to reach out with a spectral arm. Your soul strike's reach is 25 feet greater than normal on your turn. The bonus lasts for 1 minute or until you use this discipline again. At 14th level, your soul strike's reach is 55 feet greater than normal on your turn instead.
Empowered Discipline
When you hit a target with your soul strike, you can spend sorcery points (3 max) to add 1d10 to the damage roll for every sorcery point spent. At 14th level, you now add 1d12 to the damage roll for every sorcery point spent instead.
Extended Discipline
As a bonus action, you can spend 2 sorcery points to take a quick meditative breath. You spend 1 Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). At 14th level, you gain temporary hit points equal to double the amount of hit points regained as well.
Heightened Discipline
When you hit a creature with your soul strike, you can spend 3 sorcery points to make the creature radiate magical energy. The next attack roll against the creature by an attacker other than you have advantage if the attack is made before the start of your next turn. At 14th level, you can choose to instead give the target disadvantage on their next saving throw until the start of your next turn.
Quickened Discipline
You can spend 2 sorcery points to use your soul strike with a bonus action. At 14th level, you can spend 1 sorcery point to use your soul strike with a bonus action instead.
Seeking Discipline
As a bonus action, you can spend sorcery points (3 max) to focus and grant your soul strike a bonus to attack rolls equal to the amount of sorcery points spent. The bonus lasts for 1 minute or until you use this discipline again. At 14th level, you gain a bonus to damage rolls equal to the amount of sorcery points spent as well.
Subtle Discipline
As a bonus action, you can spend 3 sorcery points to prepare to strike without visibly moving your arms or legs. You have advantage on your next soul strike attack roll this turn. At 14th level, you teleport up to 60 feet to an unoccupied space that you can see as well.
Transmuted Discipline
When you hit a target with your soul strike, you can spend 1 sorcery point to cause tendrils of an element of your choice to stretch out from your fists and feet. You change your soul strike's damage type from bludgeoning to acid, cold, fire, lightning, poison, or thunder damage for 1 minute or until you use this discipline again. At 14th level, your soul strike ignores resistance to the chosen damage type as well.
Twinned Discipline
When you use your Attack action to target a creature with your soul strike, you can spend 1 sorcery point to target a second creature in range with a soul strike. At 14th level, you can attack with your soul strike twice, instead of once, whenever you take the Attack action on your turn instead.
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 suffer none of the frailty of old age, and you cannot be aged magically. You can still die of old age however. Also you gain proficiency in either Dexterity or Wisdom saving throws (your choice).
Mastery of Body
You gain proficiency in Dexterity saving throws.
Mastery of Soul
You gain proficiency in Wisdom saving throws.
Awakening of Astral Power
At level 18, you have learned to unleash your potential by fully rejecting your magical origins and reforming your power into your new astral self. You are now in full control of your own destiny, and your soul fist technique will become legendary. As a bonus action, you can spend 5 sorcery points to gain the following benefits for 1 minute while you are not incapacitated:
- You summon three copies of your astral self to appear alongside you and assist in battle. You gain the effects of a mirror image spell, but the duplicates can now affect creatures that relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks.
- Your soul strike attacks score a critical hit on a roll of 19 or 20.
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