Base Class: Sorcerer
Your innate magic has been infused into you by your guardian to protect you from the dangerous world or to create a living weapon ready for war. Most often the guardian of sorcerers with this origin were powerful mages that happened to be their parents or more nefarious actors exploiting children for their own goals. Occasionally these guardians are cult leaders who perform rituals to create champions for their cause or court mages doing secret project to bolster the military of their nation. The relationship with their guardian in very unique, ranging from loving parents who would not let them outside under any circumstance to a caretaker who only lends importance to the sorcerer’s life because they see the sorcerer as their tool. It is commoner for them to run away from their guardian, resolving to finally use their powers for themselves.
Fighting Style
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 something in the game lets you choose again.
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.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Defensive enchantment
During combat you can invoke the magical enchantments in your body to resist and ward off enemy attacks. At 1st level your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
On your turn, you can use a bonus action to activate Deflecting Sphere. This effect lasts for 30 seconds or when you are knocked unconscious or die. While your Deflecting Sphere is active your AC is increased by your charisma modifier. You cannot concentrate on any spells while using your magical defense. You can use this feature twice and you regain all uses when you finish a short or long rest.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Deflecting Sphere
At 14th level you can spend 2 sorcery points to extend the benefit of your Defensive enchantment to your allies. When your Deflecting Sphere is active, you can spend your reaction to target a number of creatures up to your charisma modifier (minimum 1) within 15ft of you. All selected creatures gain a bonus to AC equal to half your charisma mod rounded down. This effect lasts until the start of your next turn.
Charged Spellblade
When you take the attack action you can store a spell by casting it into a weapon you are wielding and expending an amount of sorcery points equal to the level of the spell. The spell must be of 5th level or lower and must target a single creature or an area which does not include the caster. After the next time you hit a creature with a melee attack the stored spell will be cast, using the weapon as a spellcasting focus.
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