Sorcerer
Base Class: Sorcerer

Once upon a time Arcane Guardians were known as Sages that could wield both Martial Might and Magic. 

Your Sheer Force of Will and Determination or maybe a long history with magic and martial prowess lie dormant in your bloodline. However you might have gotten your power, only you know what you fight for and its worth to you.

Armaments of Soul and Sword

At Level 1 when you pick this subclass, you gain Proficiency with Light and Medium Armor.

You also gain the ability to bond with 2 of your equipment at the start of the day or after a long or short rest.
•2 Simple or Martial Weapons or
•a Simple or Martial Weapon and a Shield.

A bonded armament can be used as a spell casting focus for your Sorcerer Spells.
You are considered to be proficient in wielding your Bonded Armaments.

Dual Weapon

Bonding to 2 Simple or Martial Weapons

Shield and Weapon

Bonding to a Simple or Martial Weapons and a Shield

Arcane Strike

Also at 1st level, attacks made with your Bonded Weapon or Sorcerer Spells deal an additional 1d4 damage, the damage increases as you progress further into the subclass from 2d4 at 8th Level, 3d4 at 12th level, 4d4 at 16th level, and 5d4 at 19th Level.

Arcane Guardian's Spells

You learn additional spells when you reach certain levels in this class, as shown on the Arcane Guardian's Magic table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an conjuration or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Arcane Guardian's Spells  
Sorcerer Level Spells
1st Shield of Faith, Hellish Rebuke, True Strike
3rd Mirror Image, Flame Blade
5th Magic Circle, Blink
7th Death Ward, Fire Shield
9th Wall of Force, Cone of Cold

 


  • As Per DnD Beyond's Sorcerer Subclasses: Clockwork Soul and Aberrant Mind
    • Whenever you want to change a spell in the Arcane Guardian's Spells, you can create a homebrew item that gives you access to the spell of your choice (Conjuration School or Necromancy School of the Wizard or Warlock Spell List).
    • The Spell that you replace will still linger in your Spell list, Please Do not use it anymore if you have replaced it.

Extra Attack

Starting at 6th level, 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.

Arcane Sensitivity

When you reach 6th level, Your Enhanced Senses and familiarity with your Bonded Armaments grant you the ability to use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls made with your Arcane Armaments.

  • As Per DnD Beyond's Hombrew Limitation:
    • if your Bonded weapon is not adjusted to use your Charisma modifier, you can open your Bonded weapon in DnDBeyond and manually customize it to have your Charisma modifier reflected on the Attack and Damage Roll.
      • Item > Customize (Near the Name part of the window) > Input the Charisma Mod adjustment in both "To hit Bonus" and "Damage Bonus"

Arcane Phalanx

Beginning 14th Level, your understanding of magic and how to best weave it has affected your Bonded armaments and yourself. Whenever you hit with your Bonded Armament one of them gains a charge of Arcane Phalanx, The Charges Last until you finish a long Rest also at the end of a long rest each of your Bonded Armaments' gain 1 Charge. Each of your Bonded Armaments' can store a number of Arcane Phalanx Charges equal to your Charisma Modifier (minimum of 1). 

As an Action you can enter a state of enlightenment and deeper insight that lasts for 1 Minute. While in this State you can as a free action spend Arcane Phalanx Charges. For each Arcane Phalanx Charge you spend, you can gain one of the following benefits of your choice:

  • 1 Charge, Using Ranged Weapon or Spell Attacks in Melee Range does not impose Disadvantage until the end of your next Turn. Extendable.
  • 2 Charges, you can use your bonus action to attack once with your Bonded Weapon until the end of your current Turn. Extendable.
  • 3 Charges, you can use your Bonus action to cast a cantrip.
  • 4 Charges, You can enhance your next use of Arcane Strike. When you hit a creature with your arcane strike Feature you can force them to make a charisma Saving Throw against your Sorcerer Spell save DC or be knocked prone.
  • 5 Charges, you can Cast a spell 1 level higher than the spell slot you used to cast it at (up to 9th Level Spell Slots). Stackable.
  • 6 Charges, You can regain 2 Sorcery Points. Stackable
  • 10 Charges, (Temp) You can cast Steel Wind Strike without expending a spell slot.

  • Extendable - can be used to extend the chosen benefits by 1 round each stack.
  • Stackable - can be used again in the same instance.

Arcane Bulwark

At 18th Level, whenever you end your turn with less than your total Sorcery Points, you gain Temp HP equal to your Constitution Modifier plus 2 times the number of your Missing Sorcery Points (Including Sorcery Points gained from feats and other future potential sources) [THP = ConMod + (2 * Missing Sorcery Points)].

You can as a bonus action give your allies the same bonus Temp Hit points a number of times equal to half your Charisma Modifier rounded down or by expending a spell slot of 3rd level or higher or by spending 4 Sorcery Points

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