Base Class: Sorcerer
Steel Scion
While most creatures have iron in their blood, the life force running through your veins contains solid steel, binding your will to the weapons of the world. Sorcerers of this origin may have been augmented magically to turn them into super soldiers, or perhaps their bloodline contains legendary war heroes with talent so great their weapons and body seemed to come together, passing their skills to their descendants.
NOTE: compelled Duel should be added to the spell list. (I am unable to add it, if I wanna share this), (just create a homebrew copy of it and set it as a sorcerer spell)
One With Steel
When you choose this origin at 1st level, As magic flows through your body, Due to your bloodline. your skin hardens like steel, and parts of it are covered by a thin Hard but flexible Steel, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. also, your AC equals 13 + your Constitution modifier (as natural Armor)
Arcane Weaponry
Starting at 1st level, you can conjure magic through a Melee weapon you are wielding. If you‘re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus. Additionally, as a bonus action while holding a mundane melee weapon which u are proficient, you can expend a spell slot of 1st level or higher, and choose one damage type from (fire, cold, or lightning). For a number of minutes equal to the slot level expended, until departed from that weapon, or until you are incapacitated, it is coated with the aura of your choice, dealing an additional 1d6 damage of the type you chose on a hit, and the weapon counts as magical for the purpose of overcoming nonmagical damage resistance and immunity.
the damage bonus increases to (1d8) at 5th level, 10th level (1d10), and 15th level (2d6).
(acid & necrotic) are available at the 5th level
Additionally, you gain proficiency in martial weapons.
Steel Warrior
Beginning at the 6th level, when you take the Cast a Spell or Attack action, you can make one weapon attack as a bonus action.
Integrated Metal
Starting at the 6th level, During a long rest, you can spend an hour integrating a metal shield into your body. Doing so requires attunement, and you can only receive the benefit from that shield AC bonus. You can only benefit from one shield in this way, and you cannot benefit from another shield even if you wield it. You can spend an hour during a long rest to remove your attunement to a shield, returning it to its original form.
you can attune to a mundane shield. increasing Your AC as much as the shield bonus.
+1 shield is available to attunement at 10th level, +2 shield at the 14th, and +3 shield at 18th.
additionally, you gain proficiency in shields.
Core Trance
By the 14th level, you have learned how to channel the might of the planet's metal through yourself. strengthening your skin even more, and making your weapons Deadlier.
As an action, you can spend 4 sorcery points and a 5th-level spell slot or grater to enter a deadly trance, for 10 minutes.
While you are in this trance, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage.
- When you take the Attack action on your turn, you can make Two attacks, instead of 1.
- Your melee weapon attacks add your Charisma modifier to their Hit/damage rolls.
- when entering this state you gain 10 temporary HP
for each level above the 5th level, you gain an extra 10 temporary HP
Wounding Weaponry
Beginning at the 18th level, you score a crit on a roll of 19, & 20. Additionally, You can attack 3 times whenever you take the Attack action on your turn, while "Core Trance" is active.
Previous Versions
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