Base Class: Sorcerer
The origin of a spellfist tends to be violent and unpleasant. You were exposed to more magical energy than a person could typically withstand, but rather than death your body chose metamorphosis. You were physically enhanced by the magic coursing through your body, able to harden your skin like armor and grapple with the strength of a barbarian. You prefer to get up close and personal with your enemies, delivering devastating blows of fire and ice with your bare fists.
Outside of combat, you struggle to build relationships with others. Many consider your abilities to be a curse, as the destructive magic flowing through your body affects those closest to you. Mundane plants begin to wither after a few seconds of contact with your bare skin, and your touch induces unease and discomfort in others.
Channeled Spells
1st-level Spellfist feature
You learn additional spells when you reach certain levels in this class, as shown on the Channeled 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.
Channeled Spells
Sorcerer Level | Spells |
---|---|
1st | absorb elements, magic missile, thaumaturgy |
3rd | enhance ability, scorching ray |
5th | fly, lightning bolt |
7th | fire shield, vitriolic sphere |
9th | cone of cold, telekinesis |
Arcane Conduit
1st-level Spellfist feature
Unlike other sorcerers, you channel spells directly through your body. Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic is limited by what your body can withstand. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Additionally, your body acts as an arcane focus, and you don't need material components to cast a spell unless they have a specific cost.
Spellstrike
1st-level Spellfist feature
The raw magical energy coursing through your body empowers your fists and hardens your skin. You gain the following benefits while you are not wielding a weapon or wearing armor:
- Your sorcerer cantrips can be delivered as touch spells, targeting one creature within your reach.
- You can use your spell attack modifier in place of Strength(Athletics) when making grapple attacks as well as when making checks to maintain, resist, or escape a grapple. You cannot have disadvantage on touch spell attacks against creatures you are grappling.
- When you attempt to grapple a creature or cast a spell with a range of touch on your turn, your AC becomes 13 + your constitution modifier until the start of your next turn.
Sorcerous Smite
6th-level Spellfist feature
When you damage a creature with a spell cast at a range of touch, it takes additional damage equal to your proficiency bonus. If the spell deals multiple instances of damage, this bonus only applies to the first instance.
Additionally, the spells from your Channeled Spells list can be cast at a range of touch, targeting one creature within reach. If a spell cast this way would force the target to make a saving throw, it has disadvantage on first roll made against the spell.
Ride the Lightning
14th-level Spellfist feature
When you cast a cantrip or a spell from your Channeled Spells list at a target you can see within 60 feet, you can spend 3 sorcery points to teleport to a square adjacent to the target as a part of the casting. The spell is then resolved as a touch attack, targeting only that creature and gaining the benefits of Sorcerous Smite.
Disintegrating Touch
18th-level Spellfist feature
You can cast disintegrate with a range of touch. If the target is an object of magical force, you regain 2 sorcery points as you absorb its energy. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.
Additionally, when you deal damage with a touch spell, you may spend 2 sorcery points to change the damage dealt to force damage.
Previous Versions
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When used as a touch spell, area effects like vitriolic sphere only target one creature rather than an area. To compensate for this reduced targeting and illustrate how the spell is entirely concentrated on the target, it has disadvantage on its save.
Wouldn't vitriolic sphere also damage yourself?