Sorcerer
Base Class: Sorcerer

Some Sorcerers seek to address their combat weaknesses, learning to master one-handed melee weapons to assault those who rush them in the heat of battle. Those who choose to follow this path are often referred to as Magus Blade-Master's, and are often recruited into orders of knights, hired as bodyguard's and advisors to nobles, or join a military as tacticians and commanders. These individuals often yearn to prove themselves to others, they may act more recklessly than other spellcasters, often firing spells off as they rush into close combat with enemies to throw them off, after all, who expects a spellcaster to rush in to attack with a weapon? These warriors have the ability to mark their foes, unleash blades of arcane energy, teleport short distances, create defensive barriers, and infuse their chosen weapon with a Varity of elements.

 

Blade Magic

1st-level Magus Blade-Master Feature

You learn additional spells when you reach certain levels in this class, as shown on the Blade Spells table. Each of these spells counts as a sorcerer spell for you, but do not count against the Total number of sorcerer spells you know.

Blade Spells

Sorcerer Level

Spells
1st Divine Favor, Longstrider, Thorn Whip
3rd Magic Weapon, Flame Blade
5th Elemental Weapon, Spirit Shroud
7th Freedom of Movement, Elemental Bane
9th Destructive Wave, Steele Wind Strike

Bonus Proficiencies

At 1st level, you gain proficiency in light armor, medium armor, simple weapons, and martial weapons.

Magus Blast

1st-level Magus Blade-Master Feature

You can fire a projectile of magical energy at enemies. You gain a new attack option that you can use with the attack action. This special attack is a ranged spell attack with a range of 40 feet. You are proficient with it, and you can add your charisma modifier to both its attack and damage rolls. It's damage type is force, and its damage is a d6. This Die changes as you gain Sorcerer levels.

Additionally a creature hit with this special attack is inflicted with mark of the magus for 1 minute, The mark end early if you hit another creature with this special attack, if the target dies, you die, or you are incapacitated. Until the mark ends, you gain a bonus to melee attack damage rolls against the marked creature. The bonus is force damage equal to your proficiency bonus.

When you reach certain levels in this class the size of this features damage die increases: at 5th level(d8), 11th level(d10), and 17th level(2d6)

When you gain the extra attack feature, this special attack can be used for any of the attacks you make as part of the attack action.

Blade Arts

6th-Level Magus Blade-Master Feature

You have learned special attacks that infuse your blade with you magic powers called blade arts, detailed below.

Distant Lotus: You make a special attack with a melee weapon, causing an myriad of slashes to be unleashed in a large area. As a action, choose a space you can see within 60 feet, each creature within a 20ft radius of the spot you chose must make a dexterity saving throw, on a failed save they take 5d6 force damage, or half as much on a success. You can use this attack three times per short rest. This special attack is a special ranged spell attack for the purposes of calculating bonus's.

Repeating Blade: You infuse your weapon with your magical energy, speeding up your blade, allowing you to make an additional attack. When you hit a creature with a melee weapon attack using the attack action, you can make a melee weapon attack as a bonus action. This bonus attack deals 1d6 force, necrotic, radiant, fire, cold, lightning, or thunder damage(your Choice). You can use this attack a number of times equal to your charisma modifier per short rest.

Full Moon Slash: You make a full circular sweeping attack with your weapon while infusing it with magical energy. As an action you can choose any number of creatures within 5 feet of you and make a melee weapon attack roll against each chosen creature, on a hit this attack deals 1d8 force, necrotic, radiant, fire, cold, lightning, or thunder damage(your choice). You can use this attack a number of times equal to your Charisma modifier per short rest.

Extra Attack

6th-level Magus Blade-Master Feature

You can attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Shield and Fade

14th-level Magus Blade-Master Feature

Starting at 14th level you have learned additional ways to weave your magic into combat situations, detailed below.

Flash Step: You learn to transport yourself short distances to position yourself in combat better. As a bonus action you can teleport to an unoccupied space you can see within 15ft. you can use this feature a number of times equal to your proficiency bonus per short rest.

Reduction Shield: You summon a small shield of magical force to defend yourself against incoming damage. When you would take damage from a melee attack or spell that targets only you, as a reaction, you can reduce the damage you would take by an amount equal to your charisma modifier plus your sorcerer level. you can use this feature two times per long rest. starting at 18th level you can use this feature four times per long rest.

Grand Art

18th-Level Magus Blade-Master Feature

Starting at 18th level you have trained your magical and physical prowess to their limits, gaining access to the most powerful attacks available to your vocation, detailed below.

Heavens Gleam: You Infuse your weapon with positive magical energy, extending its length and making a massive downward attack, damaging all those its path. As an action you make a melee spell attack 20 feet long and 10 feet wide, dealing 1d8 radiant damage. You can expend one spell slot to deal 1d8 extra radiant damage for each level of the spell slot, up to a maximum of 8d8 damage.

Gloom Arc: You charge your weapon with negative magical energy, then make a large sweeping attack, damaging all those within its range. As an action you make a melee spell attack in a 30ft cone, dealing 1d6 necrotic damage. You can expend one spell slot to deal 1d6 extra necrotic damage for each level of the spell slot, up to a maximum of 10d6 damage.

Magus Blade: You infuse your weapon with raw elemental power, causing energy to overflow and increase the impact of your attacks. As a bonus action you can infuse elemental magic into your weapon for 1 minute. When you make a melee weapon attack and hit, you deal 1d8 extra fire, cold, lightning, thunder, or force damage(your choice upon using this feature). You can use this feature a number of times equal to your charisma modifier per short rest. The additional damage of this feature cannot be added to the attacks granted by this subclass.

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