Base Class: Sorcerer
The magic flowing through you is born of war and conflict; it might be a blessing from a god of war, you may have been born on an ancient battlefield, or perhaps one of your parents was a powerful warrior and passed on their talents to you. Whatever the origin of your magic, it is born for war and it drives you to seek it out.
Battlefield Magic
You learn additional spells when you reach certain levels in this class, as shown on the Battlefield Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a abjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.
Battlefield Magic
| Sorcerer Level | Spells |
|---|---|
| 1st | mage armor, protection from evil and good |
| 3rd | acid arrow, scorching ray |
| 5th | counterspell, protection from energy |
| 7th | fire shield, resilient sphere |
| 9th | cone of cold, immolation |
Reactive Magic
The magic flowing through your body warns you when danger is near. Whenever you roll initiative you can add your Charisma modifier to the roll.
Potent Cantrip
Starting at 6th level, you add your Charisma modifier to the damage you deal with any sorcerer cantrip.
Unwavering Spirit
Your will, tempered by countless battles, cannot be subverted or broken. You are immune to any effect that would cause you to become charmed or frightened.
Additionally, whenever you make a saving throw and fail, you can spend 1 sorcery point to reroll it and take the second result.
Avatar of Victory
Beginning at 18th level, you can unleash the full might of your magic to annihilate your foes. As an action, you transform into an avatar of victory for 1 minute, until you fall unconscious or die. For the duration you gain the following benefits:
- Whenever you cast a sorcerer cantrip that has a casting time of 1 action, you can cast it using a bonus action instead.
- When you cast a spell of 1st level or higher that deals damage, you can treat a 1 on any damage die as a 2.
- When you cast a spell of 1st level or higher you can ignore resistance to one damage type that the spell deals for the first damage roll.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.
Previous Versions
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12/31/2021 11:38:09 PM
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