Sorcerer
Base Class: Sorcerer

You innate magic comes from someone in your lineage that was a great warrior, leader, or other powerful being. Your powers manifest in you being well-versed in hand to hand combat, knowing how to best your foes through martial prowess and magical might. Sorcerers of this bloodline often are part of a military or mercenary group, loving the rush of combat and relishing in the feeling of besting their foes.

Martial Training

1st-level Battle Mage feature

At 1st level, you gain proficiency with simple and martial weapons, as well as all armor and shields.

Call to Arms

1st-level Battle Mage feature

Your prowess in battle causes others to rally to your cause. When you take the Attack action, you can choose a creature that can see or hear you within 30 feet. That creature can use its reaction to make a weapon attack against a creature you designate within range. If the attack hits, you and the creature that made the attack gain temporary hit points equal to your Charisma modifier + your proficiency bonus.

You can use this feature a number of times equal to you proficiency bonus, and regain all expended uses at the end of a long rest.

Starting at 2nd level, you can spend 1 sorcery point to use this feature again if you have no remaining uses.

Battle Trance

6th-level Battle Mage feature

As a bonus action you can spend 2 sorcery points to feel the flow of battle around you, bending it to your will. For 1 minute, you gain the following benefits.

  • Once on a turn when you roll damage with a weapon, you deal 1d8 additional force damage and can push the target up to 10 feet directly away from you.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
  • You have advantage on saving throws against the charmed or frightened conditions.

This trance ends early if you become unconscious, or when you end it (no action required).

The additional weapon damage you deal increases to 2d8 at 14th level. 

Dual Threat

14th-level Battle Mage feature

When you or a creature benefitting from your Call to Arms feature hit a target with a weapon attack, that target has disadvantage on all saving throws against spells you cast until the end of your next turn.

War Magic

18th-level Battle Mage feature

When you use your action to cast a cantrip, you can take the Attack action as a bonus action. When you take the Attack action in this way, you make one weapon attack regardless of how many attacks you would normally be able to make.

Previous Versions

Name Date Modified Views Adds Version Actions
4/7/2020 6:06:32 PM
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1.0
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4/20/2020 11:18:48 PM
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4/23/2020 9:48:52 PM
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5/6/2020 2:07:29 AM
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6/29/2020 6:57:14 PM
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1.1
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9/10/2020 7:11:48 AM
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10/21/2020 4:24:05 AM
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2.0
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2/12/2021 10:27:58 PM
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5/29/2021 8:59:25 PM
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8/23/2021 3:44:12 PM
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2/15/2022 11:51:29 PM
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