Sorcerer
Base Class: Sorcerer

Your innate magic comes from Eldritch magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty Fighters of ancient times who used magic on battlefields across the known realms. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Bonus Proficiencies

As magic flows through your body, it causes memories of your ancestors begin to emerge. at 1st level you gain Proficiencies with light armor, shields and a simple or martial weapon of your choice 

Eldritch Weapon

You can use your bonus action to create a eldritch weapon in your empty hand. You can choose the form that this weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your eldritch weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your eldritch weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your eldritch weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your eldritch weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Your eldritch weapon can be used as a spell casting focus.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighting Style

At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

You can’t take a Fighting Style option more than once, even if you later get to choose again.

 
Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Eldritch Strike

At 14th level, you gain the ability to teleport up to 30 feet to an unoccupied space as a bonus action once per short rest.

War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Eldritch Bloodline Image

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