Base Class: Sorcerer
Arcane Bruisers are violent Sorcerers who ferociously jump into battle, and defeat their enemies with techniques combining weapon mastery and magical powers. The Arcane Brawlers are trained to bond with a martial weapon of their choice, and imbue magic into and through it. They are durable and endurant, relying heavily on their weapon in long fights. The very few true masters of this art are able to transform into an incredibly powerful mystical warrior.
Weapon Affinity
You can form a special bond with one melee weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. If you forge a bond with a different blade, the old bond dissipates.
As a bonus action, you can call your bonded weapon to your hand from up to 60 feet away. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Arcane Wrath
You can temporarily infuse your blade with the seed of a powerful spell. As an action, you can spend 1 sorcery point and cast or imbue an already active spell into your bonded weapon, then make a single melee weapon attack with that weapon.
The spell must be using a sorcerer spell slot. If that attack hits, all spell attack rolls for the imbued spell hit the target automatically and are considered part of the single weapon attack.
The target takes weapon damage, and is subject to the effects of the spell. The target must make saving throws as normal for spells that force them. If the attack misses, the spell stays stored in the weapon until the end the turn.
Area spells originate from the target’s space. Spells that can have multiple targets will only target the creature targeted by the melee attack. The spell must have a casting time of 1 action, or require an action to activate an already active concentration spell.
Metamagic: Power Surge
At 6th level, you gain the additional Metamagic option:
Power Surge
When you make your melee weapon attack for Arcane Wrath, you may spend 1 additional sorcery point to gain advantage on that attack roll.
At 14th level, when using this Metamagic Option, you gain 3 sorcery points when you roll a 20 on the attack roll.
Extra Attack
At 6th level, you improve your speed and skill with your weapon. You can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, if you use your action to cast a spell or to use Arcane Wrath, you can make one weapon attack as a bonus action.
Bruiser's Warding
At 6th level your AC becomes equal to 10 + your Dexterity modifier + your Charisma modifier while you are wearing no armor and not wielding a shield.
Martial Knowledge
At 14th level, you learn how to make your weapon strikes undercut a creatures resistance to your spells.
The first creature you hit with a weapon attack on your turn has disadvantage on the next saving throw it makes before the start of your next turn.
Arcane Form
Starting at 18th level, as an action you can spend 4 sorcery points to transform yourself into a magically-enhanced warrior for 1 minute.
You gain 4 temporary hit points for each level you have in this class. While in this form, you gain 1 sorcerer point per turn, and once on each of your turns, you can deal extra force damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your sorcerer level. You remain in this form for 1 minute.
This effect ends early if you are incapacitated or die, or if you dismiss it early as a bonus action.
Once you use this feature, you can’t use it again until you finish a long rest.







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