Sorcerer
Base Class: Sorcerer

Magic flows through your veins, but so does a lust for battle. Arcane Warriors are those who have trained in the art of combat and have learned to blend their innate magic together with a mastery of martial weapons. Drawing from the pure magical essence of their being, these gifted sorcerers learn how to move their weapons and bodies to cast spells, moving through the battlefield as both a powerful battle-mage and lethal fighter.

Martial Spell List

1st Level Arcane Warrior feature

You gain access to the Martial Spell List. You can choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Martial Spells

Magic Warrior

1st Level Arcane Warrior feature

You have the necessary training to arm yourself for battle and combine your magical prowess with your martial might. You gain proficiency with medium armor and martial weapons. Any weapon you are proficient with can be used as your Arcane Focus, provided it lacks the Two-Handed and Heavy properties.

Additionally, when you attack with a melee weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Ephemeral Aegis

1st Level Arcane Warrior feature

As an Arcane Warrior, you have learned to draw on the weave to bolster yourself in combat. When you make a melee weapon attack, you can gain temporary hit points equal to your Charisma modifier (minimum of 1) that last for 1 minute.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Quickened Attack

6th Level Arcane Warrior feature

You can now channel your innate magic to attack faster than before. Whenever you take the Attack action on your turn, you can spend 1 sorcery point to attack twice, instead of once, and you can cast one of your cantrips in place of one of those attacks.

The number of attacks increases to three when you reach 18th level in this class.

Metamagic Strikes

6th Level Arcane Warrior feature

You have become acquainted with melee combat to the point of gaining the ability to twist your melee weapon attacks with your innate magic. You gain two of the following Metamagic Strike options of your choice. You gain another one at 10th and 14th levels.

Some of your Metamagic Strikes require your target to make a saving throw to resist its effects. The saving throw DC is your spell save DC.

You can only use one Metamagic Strike option on an attack, unless otherwise noted.

Careful Strike

When you make a melee weapon attack on your turn, you can spend 1 sorcery point to take the Dodge action as a bonus action.

Concussive Strike

When you hit a creature with a melee weapon attack, you can spend 2 sorcery points. Each creature in a 15 foot cone in the direction of the creature you hit, including that creature, must succeed on a Strength saving throw or be knocked prone.

Distant Strike

When you make a melee weapon attack, you can spend 1 sorcery point to increase that attack's range by 5 feet.

Empowered Strike

When you roll damage for a melee weapon attack, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Strike even if you have already used a different Metamagic Strike option during this attack.

Explosive Strike

When you hit a creature with a melee weapon attack, you can spend 1 sorcery point. Each creature within 5 feet of you, other than you, must succeed on a Strength saving throw or be pushed up to 5 feet away from you and take force damage equal to half your sorcerer level, rounded down.

Heightened Strike

When you hit a creature with a melee weapon attack, you can spend 1 sorcery point. That creature has disadvantage on the next saving throw it makes against a Metamagic Strike you use before the end of your next turn.

Piercing Strike

When you hit a creature with a melee weapon attack, you can spend 2 sorcery points. Each creature in a 30 foot line in the direction of the creature you attacked, other than that creature, must succeed on a Dexterity saving throw or take force damage equal to your sorcerer level.

Seeking Strike

If you make an attack roll for a melee weapon attack and miss, you can spend 1 sorcery point to reroll the d20, and you must use the new roll.

You can use Seeking Strike even if you have already used a different Metamagic Strike option during this attack.

Shocking Strike

When you hit a creature with a melee weapon attack, you can spend 1 sorcery point. That creature can't take reactions until the start of your next turn.

Sweeping Strike

When you hit a creature with a melee weapon attack, you can spend 2 sorcery points to attempt to damage another creature with the same attack. Choose another creature within your reach. If the original attack roll would hit the second creature, it takes damage equal to half the weapon damage dealt to the first creature, of the same type as the weapon's damage.

Sorcerous Warrior

14th Level Arcane Warrior feature

You have mastered drawing on the weave to bolster yourself in combat. Your weapon attacks are now magical for the purposes of overcoming resistances. Whenever you hit a creature with a melee weapon attack, choose one of the following damage types: acid, cold, fire, lightning, thunder. That creature takes an extra 1d10 damage of the chosen type.

Additionally, when you reduce a creature to 0 hit points with a melee weapon attack, you can regain 1 sorcery point. You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.

Improved Quickened Attack

18th Level Arcane Warrior feature

Your innate magic can enhance the speed of your attacks even more. When you use the Quickened Attack feature, you can attack three times, instead of twice, and you can cast one of your cantrips in place of one of those attacks.

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