Sorcerer
Base Class: Sorcerer

Your family is one which has a long history consisting of some of the best warriors the world has ever seen. Over time the natural talent of your lineage became outright magical granting it unnatural skill with the blade, and literal magic powers. This subclass is effectively the bladesinger subclass for the sorcerer, but unlike the blade singer I put a larger focus on damage and giving more of a choice between ranged and melee combat whilst trying to keep it relatively balanced.

Martial Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Martial Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer level

1st- Zephyr Strike, Compelled Duel, Armor of Agathys

3rd- Magic Weapon, Branding Smite

5th- Elemental weapon, Phantom Steed

7th- Staggering Smite, Guardian of Nature

9th- Steel Wind Strike, Holy Weapon

Innate Prowess

Your innate prowess, and sturdy build grant you the following benefits. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You gain proficiency in medium armor, light armor, shields, simple, and martial weapons.

Martial Affinity

Starting at 6th level, your martial prowess becomes magical making attacks with any weapon count as magical for overcoming resistances or immunities. Additionally, you can add half your proficiency bonus rounded down to your weapon attack and damage rolls. In addition you gain the extra attack feature allowing you to make two attacks when you take the attack action on your turn.

Spell Might

At 14th level, whenever you make a weapon attack on your turn you regain 1 sorcery point until the end of your turn.

Perfect Warrior

Beginning at 18th level, you can use your bonus action to drawl out all of your martial, and magical prowess for 1 minute. During this time you gain advantage on all attack rolls, and your attacks deal an additional 2d6 force damage. In addition during this time you gain 50 temporary hit points, and can add your charisma modifier (minimum of 1) to your armor class, and saving throws. Once you use this ability you cannot do so again until you finish a long rest.

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