Base Class: Sorcerer
Throughout the history of mortals, war has been a constant. Nations feud over any number of topics, resulting in combat and lives being lost. Rather than work towards a better future, many seek to create perfect soldiers, capable of naturally wielding both spell and sword. Alchemists have tried for centuries to create such a soldier, using various chemicals and surgeries in an attempt to create the ultimate living war machine.
Your powers are a result of such experimentation. Perhaps you were a soldier that signed up for a project you didn't fully understand, or maybe you were bred and grown solely for the purpose of war. You may even be a unique construct, created to surpass the weakness of mortal flesh. Wherever you gain from abilities from, war is in your blood, and adventuring is an excellent way to put your abilities to work.
Combat Installations
Starting at the first level, you gain combat abilities from former training or installed memories. You gain proficiency in simple weapons, martial weapons, and shields. In addition, your body has been magically augmented to be more resistant to blows. Your armor class while wearing no armor equals 10 + your Dexterity modifier + your Constitution modifier. You still gain this benefit while wearing a shield.
Alchemic Augmentation
Starting at 1st level, the changes made to your biology begin to manifest in tangible ways. You gain two of the following augmentations of your choice. The augmentations you choose at this level must be different augmentations.
You gain an additional augmentation of your choice at 6th level, and again at 14th and 18th levels.
Amphibious Adaptation
You have been augmented with gills and webbed hands and feet. You can breathe underwater and gain a swim speed equal to your walking speed.
Beguiling Tone
Your vocal cords have been modified to be exceptionally pleasing to the ear. You have advantage on Persuasion and Description checks.
Blinding Speed
Your legs have been augmented to improve your movement capability. Your speed increases by 10 ft. If you take this option again, when you take the Dash action, your movement does not provoke opportunity attacks.
Brute Strength
Your muscles have been empowered through various alchemical solutions. You can use Charisma to your hit bonus and damage modifier instead of Strength or Dexterity when making weapon attacks.
Chameleon Camouflage
Your skin has been upgraded to change color and blend in with your surroundings. You have advantage on your Dexterity (Stealth) check.
Corrosive Biology
Due to the chemicals flowing through your bloodstream, your biology has been upgraded to compensate. You gain resistance to acid damage. In addition, whenever you take bludgeoning, slashing, or piercing damage from a creature within 5 feet of you, that creature takes acid damage equal to your Charisma modifier.
Environmental Resistance
Your body has been augmented to survive in the harshest of environments. You gain resistance to poison, fire, and cold damage, and you are no longer affected by the effects of extreme heat and extreme cold.
Eyes of Night
Your eyes have been modified to accommodate the darkness. You gain Darkvision out to 60ft.
Flight Capable
Your skeleton has been augmented to add wings. You gain a flight speed equal to your walking speed.
Shielded Mind
Your skull has been engraved with runes that protect your mind. You have resistance to psychic damage, and your thoughts cannot be read without your permission.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Combatant
Starting at 14th level, you have learned to seamlessly weave magic into your melee combat. When you take the Attack action on your turn, you can cast a cantrip as a bonus action.
Magical Overcharge
Starting at 18th level, your body is so suffused with magic that you can overcharge your augmentations. As an action you can become Overcharged, your body becomes surrounded with a magical aura and glowing runes cover your body.
While overcharged you gain the following benefits:
- You are resistant to bludgeoning, piercing, and slashing damage.
- When you attack a creature twice on your turn you may make a third attack on that creature.
- You can force your body to become incorporeal and can move through objects and creatures as if it's difficult terrain, taking 1d10 force damage if you end your turn there.
- While in Overcharged, once per turn after you deal damage, you regain HP equal to half of the damage dealt.
Once used, you can’t use this again until you finish a long rest.
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