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 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.
Amphibious Adaptation. You have been augmented with gills and webbed hands and feet. You can breath underwater and gain a swim speed equal to your walking speed.
Blinding Speed. Your legs have been augmented to improve your movement capability. Your speed increases by 10 ft. If take this option again, when you take the Dash action, your movement does not provoke opportunity attacks.
Brute Strength. Your muscles have been empowered though various alchemical solutions. You add your Charisma modifier to the attack rolls of all Strength-based attacks. You can take this option again to add your Charisma modifier to the damage rolls of all Strength-based attacks.
Chameleon Camouflage. Your skin has been upgraded to change color and blend in with with your surroundings. When you take the Hide action and do not move during that turn, you gain 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 withing 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 effected by the effects of extreme heat and extreme cold.
Extendable Limbs. Your arms have been modified to be able to stretch out much farther than is normally possible. Your melee attacks gain an additional 5 ft. reach. You can take this option again to increase the bonus to your reach by an additional 5 ft, bringing the bonus to a total of 10 ft.
Limb Blades. Your skeleton have been augmented to allow retractable blades of bone to be produced from your elbows. You can produce or retract these blades as a bonus action. You are proficient with your limb blades. These blades have the light and finesse properties, and deal 1d8 slashing damage on a hit. You can take this augmentation again to make the blades magical for the purpose of overcoming resistance.
Nimble Agility. Your muscles have been upgraded to move with deadly grace. You add your Charisma modifier to the attack rolls of all Dexterity-based attacks. You can take this option again to add your Charisma modifier to the damage rolls of all Dexterity-based attacks.
Rapid Accuracy. Your mind has been upgraded to improve the accuracy of your attacks while attacking at great speed. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Shielded Mind. Your skull has been plated with a thin sheet of metal. You have resistance to psychic damage, and your thoughts cannot be read without your permission.
Unarmed Combatant. You have had monk training downloaded into your memories. You are proficient in unarmed strikes, and your unarmed strikes deal 1d6 bludgeoning damage. In addition, you can use Dexterity instead of Strength when determining attack and damage rolls with your unarmed strikes.
You gain an additional augmentation of your choice at 6th level, and again at 14th and 18th level.
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 Resistance
Starting at 18th level, your body is so suffused with magic that it has trouble effecting you. You have advantage on saving throws against spells and other magical effects.
Gotta agree with SpookyDnD on this one, this shit is OP as hell! Sorry for the forthcoming harsh criticisms, but someone has to point it out that this subclass is busted, and I would love to see it reworked a bit to make it more creative. There's way too much front loading of abilities and class creep with practically everything you could want (bonus martial proficiencies, 2 "aumentation" feats, and unarmored defense?!) stacked onto the level 1 features. Arcane Combatant doesn't specify casting speed or range of the cantrip which will inevitably lead to catastrophe when players try and use it with shenanigans like GFB, BB, eldritch blast, etc. The level 18 effect is almost negligible considering you can get magic resistance from a racial ability so this would double stack, which is bad for a capstone feature. Overall, this has "Anime Protagonist Character" written all over it, and there is almost no cohesion to its themes and concepts from name to features. I would love to see the augmentations rebalanced and made a more major focus of the subclass, because as it stands I would never play this or accept it at a table I run.
I can't in good conscious recommend this class. This gives the most versatile full-caster access to abilities from almost every other class in the book, multiple times. It overshadows too much of everything else: especially melee classes.
Alchemic Augmentation - is broken, does not allow you to select augmentations nor does it reflect on the character sheet.
Otherwise, solid concept.
I love this concept. I love the idea of a mortal giving themselves or others sorcery powers. But I see a few flaws: Corrosive Biology, is garbage. I'm sorry, but you really dropped the ball on that one. Also, I think there's ways to expand on this concept even more, something similar to totem barbarians where you can pick up more augmentations as you level up, there's so many ways to move forward with this.
Overall; I love this and it make one of my melee sorcerer way more viable.
I really like this concept; here some suggestions:
Definetly a cool concept too bad it's not fleshed out for the level progression.
Like it