Sorcerer
Base Class: Sorcerer

Sorcerers with War Sorcery have magic of war coursing through their veins. Their magic becomes a deadly weapon on the battle field, dominating skirmishes and sieges alike. Whether it be the blessing of a war god or an early exposure to an arcane war, the destruction and power inherent to war becomes bound into the soul of a War Sorcery sorcerer.

These sorcerers can use their magic both in the traditional way of arcane effects, as well as to transform them into a warrior on the battlefield. Their magic can aid them defensively and offensively to become attuned to the war around them.

War Magic

1st-level War Sourcery feature

You learn additional spells when you reach certain levels in this class, as shown on the War 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.

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 abjuration or a evocation spell from the sorcerer, warlock, or wizard spell list.

Clockwork Spells

Born Ready

1st-level War Sorcery feature

The magic in your blood prepares you for war. You gain proficiency in simple and martial weapons light armor, and shields. When you finish a long rest, you can touch a weapon or shield you are proficient in, which becomes your spellcasting focus until your next long rest.

When you roll initiative, you gain a number of temporary hit points equal to 1d4 + your proficiency bonus. 

Warbringer's Assault

6th-level War Sorcery feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. 

Furthermore, you can wield your weapon as an extension of your magic. When you damage a creature within 60 feet of yourself with a spell, as a bonus action you can expend a sorcery point to cause a weapon you are holding to be magically launched towards the creature. When you do this, you make a ranged weapon attack against the target with the weapon, using its normal modifiers. On a hit, the target suffers the normal damage of the weapon. The weapon is then magically returned to your hand. 

Battle Hardened

14th-level War Sorcery feature

You are hardened to the horrors of war. You have an advantage on Constitution saving throws made to resist disease and on wisdom saving throws made to resist being frightened.

Destructive Prowess

14th-level War Sorcery feature

You can hone your magic specifically to destroy. Your spells deal additional damage to objects and structures equal to your charisma modifier.

In addition, when you cast a spell that only targets one creature and deals damage, you can cause it's energy to explode around the target. All creatures within 5 feet of the target succeed on a dexterity saving throw against your spell save DC or take damage equal to your sorcerer level. The damage is the same type as dealt to the first target. 

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and fireball aren’t eligible, but ray of frost and chromatic orb are.

You can do this a number of times equal to your proficiancy bonus, regaining spent uses after long rest. 

Warrior's Mantle

18th-level War Sorcery feature

As an action you can invoke your sorcerous might, temporary dawning the mantle of the warrior. For 1 minute dismiss it as a bonus action, you can use your Charisma score or any attack rolls, ability checks, or saving throws using Strength, Constitution, or Dexterity. During this time, your armor class increases by your Charisma modifier. Finally, you can use your warbringer's assault feature without spending any sorcery points while this affect lasts. 

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 6 sorcery points to use it again.

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