Base Class: Sorcerer
You come from a bloodline of some of the worlds finest warriors. Generation after generation your ancsesters sought to improve their martial combat skill beyond any that has ever been seen. At first they thought that raw skill would be enough to win any battle but eventually they knew that it was only the begining. So they began to breed themselves for combat. Using the magics of their blood to improve their fighting capabilities while remaining on the front line with their soldiers. They did not cower behind those that were stronger than them but instead lead the charge into the midst of chaotic battle. Instead of using the spells that were ingrained into their being at birth they focused the power into enhancing there strikes on the battle field expending massive amounts of magic power as their blades clashed. And when their magic power and skill had begun to reach the maxium possible for their body they learned to use the overflow to blink themselves around the battlefield. Unable to be pinned down by anyone they were capable of tearing themselves through the frontline of enemy armies striking down one soldier after the next with extreme percision and skill.
Matrial Prowess
Your blood runs rich with the blood of countless magical warriors. Beginning at first level you can proficency in light armor and simple and martial weapons that contain the Light property. Your attack modifier with weapons containing the Light property can now be Charisma if you so choose.
Magical Smite
Your bloodlines perfection of using magic to enhance physical attacks rather than cast spells has been passed down to you. Once per turn after hitting a creature you may expend a spell slot to cause your weapon to ignite in magical energy dealing an extra Xd4 damage to the attack where X is the level of spell used. The damage type for this is decided by the damage types of spells of that level. So if you use a 1st level spell slot and know the spell Magic Missle you may choose to have the damage type be Force or if you use a 6th level spell slot and know Sunbeam then the damage type could be radiant. If you have the spell Chaos Bolt you can randomly roll a d8 to see what type of damage it will deal. Spells that deal multiple types of damage may have 1 type of damge to be used for this feature. At 14th level this damage dice goes from a d4 to a d6.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Magical Armament
You are able to harness your raw magical energy to form magical weapons from nothing. As a bonus action you are able to form up to two weapons that have either the Finesse or Light weapon Properties. You are proficent with any weapons summoned this way, your attack modifier for these weapons is your Charisma stat and they count as magical weapons for the sake of overcoming resistances, otherwise they are the standard weapon profiles. You are able to use these weapons as spellcasting focuses for the sake of casting your spells. The weapons vanish if they leave your imediate possesion, when you die, or when you use this abillity again.
Magical Displacement
Your body teams with so much magical energy that you are capable of using it to blink yourself short distances while in combat. While you are in combat you may choose at the beginning or at the end of your turn to magically teleport up to 15ft to any unoccupied space that you can see. You may choose to use a sorcery point to use this ability at both the beginning and end of your turn.
Magical Flurry
Your bodys natural ability to harness the magical energy that it produces has reached its maximum potential. After you make an attack an enemy you may spend a sorcery point to magically blink up to 20ft to be within 5ft of a different enemy. You may use this again for two more sorcery points to blink again to another enemy and make a bonus action attack.
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