Sorcerer
Base Class: Sorcerer

These sorcerers don't like sitting on the back lines and jump into the fray with modified spellcasting to lay down some hurt.

Melee Sorcery

Starting at 1st level you align yourself with your most primal instincts and draw upon your magical fortitude to fuel your magical attacks. These attacks take on a savage or animalistic appearance. 

Whenever you cast a spell that would have you make one or more ranged spell attacks against a target, you may instead deliver those attacks as melee spell attacks (range: touch). You  add your Constitution modifier to the damage on a successful melee spell attack hit. (This extra damage does not stack with the agonizing blast invocation, and if both could apply, the player chooses one.)

You may cast any melee spell attack cantrip at level 1 damage output for any instance that permits you to make a single weapon attack such as opportunity attacks and the Haste spell. 

Primal Endurance

Your body has magically evolved natural armor that takes the form of the sorcerer’s own primal aesthetic. When you aren’t wearing armor, your AC equals 13 + your Constitution modifier.

As magic flows through your body, it causes physical traits of your primal nature to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Primal Surge

Starting at 6th level, at the beginning of your turn you may spend 1 sorcery point to activate “Primal Surge”. When you do, you must cast a spell or cantrip that is capable of dealing damage as your action on this turn. 

You may perform the dash, disengage, dodge, or distract action as your bonus action this turn. When you dash as your bonus action using this ability, opportunity attacks made against you have disadvantage until the end of your turn. The distract action gives advantage on the next attack roll against a single target that you are engaged with, before the target's next turn. Performing the Dodge action using this ability forfeits your reaction until your next turn.

 

Calculated Rush

Starting at 14th level, The spell you cast for “Primal Surge” can now be any spell you have the ability to cast that has a casting time of 1 action.

Performing the Dodge action as your bonus action with "Primal Surge" no longer requires you to forfeit your reaction.

Performing the Distract action as your bunus action with "Primal Surge" now gives advantage on all attack rolls made against the target, before the target's next turn.

When you activate "Primal Surge", you may spend 1 additional sorcery point to allow you to jump a distance up to your movement speed as part of your movement until the end of your turn. 

 

Savage Adaptations

Starting at 18th level, You may use your Primal Magic to enhance your body. As an action you may channel your magic to modify your body by spending 2 sorcery points for each effect listed below that you wish to enhance your body with. These enhancments last for 1 hour once activated.

  • Your  limbs are empowered as they take the form of a powerful predator. You gain a base walking speed, climbing  and swim speed of 50.
  • Your skin grows thick and scaly, while turning a dark color of your choice. You grow gills and can breath underwater and gain +1 to Armor class.
  • The power of your primal soul fuels your body, enhancing your physical abilities. You have advantage on all Strength and Dexterity checks.

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