Sorcerer
Base Class: Sorcerer

Sorcerers with a Forged Soul utilize their Iron like Endurance to bolster their abilities in combat. Sorcerer's who take this Origin gain the ability to use their constitution as their spell casting modifier.

Iron Volition

Starting at 1st level when you take this Sorcerous Origin, you gain the focus of the ancients. You have advantage on rolls when maintaining concentration. While not wearing armor, your AC equals 10 + Dexterity modifier + Charisma modifier.

Skill of Artistry

Starting when you take this Sorcerous Origin at first level you gain proficiency in an Artisan's tool of your choice. You also gain the ability to create an elemental weapon in your free hand as a bonus action. You choose the elemental property this weapon takes when you create it. You are proficient with this weapon while you wield it. You can use your Constitution as your attack modifier. It has the two-handed and thrown properties and deals 1D12 damage of the chosen element. You can use this weapon as a spellcasting focus for your Sorcerer spells. This weapon when thrown will return to your hand at the end of the turn. You can use a bonus action to change the element of a created weapon. This weapon disappears if it is further than 100ft from you, you dismiss it, you fall unconscious or you die.

You can choose to create a weapon with 2 elements at 6th level for 2d6 damage and 3 elements at 14th level for 3d4 damage. 

Transmuted Enhancement

Beginning at 6th level, you gain the ability to enhance your spells with the Transmuted Spell Metamagic feature, without using a sorcery point. This use of the Transmuted Enhancement feature allows you to add 1 element to your spell attacks. You can use this feature up to a number of times equal to your Charisma modifier per Long Rest.

You gain the ability to add 2 elements at 11th level and 3 elements at 16th level.

Craft of the Ancients

At 14th level, you can create a small single-use item imbued with a spell. It must be a spell that you can cast, decided at the time of the item's creation. Anyone can use this item, and the spell uses your attack bonus/DC regardless of who uses it. You must spend 1 hour to create the item, and spend the sorcery point cost of the spell level imbued. This item loses its magical properties after 24 hours or if you use this ability to create an item beyond your creation limit. You can create a number of items equal to your Proficiency Bonus.

Elemental Guardians

Beginning at 18th level, your skills with forging together the elements has allowed you to create loyal elemental soldiers. You can summon a number of elementals each with a challenge rating of 2 equal to your Proficiency Bonus.  In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. You can spend 1 sorcery point to combine elements in order to create stronger elementals. The combinations are listed down below:

Fire and Water = Acid

Fire and Wind = Lightning

Fire and Earth = Thunder

Water and Wind = Cold

Water and Earth = Poison

Wind and Earth = Force

Earth, Wind and Water = Nectrotic

Wind, Water and Fire = Radiant.

Earth, Wind and Fire = Psychic

Previous Versions

Name Date Modified Views Adds Version Actions
11/12/2021 4:42:38 AM
0
0
--
Coming Soon
12/7/2022 6:32:30 AM
6
4
--
Coming Soon
12/7/2022 6:45:47 AM
6
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes