Base Class: Sorcerer
Some sorcerers have an innate talent or gift within them that allows them to become extremely formidable fighters. Sorcerers of this kind can become masters of any weapon, and their very being itself grants them a formidable offense and defense. These sorcerers can even bolster their own weapons with their magical capabilities granting them unparalleled versatility in combat. These sorcerers somehow manage to be both dangerous martials whilst also being able to cast spells with amazing precision and lethality.
Expanded Spell List
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the 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 a spell from the sorcerer, warlock, or wizard spell list.
1st Level: Booming Blade, Armor of Agathys, Shield of Faith
3rd Level: Shadow Blade, Flame Blade, Melf’s Acid Arrow
5th Level: Haste, Blinding Smite
7th Level: Staggering Smite, Raulothim’s Psychic Lance
9th Level: Banishing Smite, Holy Weapon
Charismatic Fighter
Your very force of being makes you a more powerful fighter in terms of both offense and defense:
- Your armor class is 13 + [Charisma Modifier]
- You gain proficiency with martial weapons that lack the special, heavy, and reach properties, shields, and all armor except for heavy armor
- At the start of a short or long rest, you can imbue a weapon you are wielding with your power. When that happens, you can use your charisma modifier for both your attack and damage rolls.
- With a bonus action, you can make your weapon magical for one minute or until you are incapacitated or killed. Once you do this, you must take a short or long rest before you can use this feature again.
- You can use your weapon as a spellcasting item.
Martial Master
At level 6, you gain some new abilities having spent more time becoming adjusted to your newfound powers:
- You now gain proficiency with all weapons.
- When you are trying to make a concentration check, you can add your charisma modifier to the roll.
- For the bonus action ability of Level 1, it is now tied to the proficiency bonus of one’s character.
Unleashed Potential
At 14th level, your newfound growth allows you to grow to new heights of power. As an action or a bonus action at the start of your turn, you can cast the spell Tenser’s Transformation under the effects of the metamagic subtle spell without any somatic, verbal, or material components. Once the transformation ends, you do not have to make a DC 15 Constitution check for an exhaustion point.
You cannot use this spell again until you finish a long rest.
Final Form
As the pinnacle of magical and physical strength, your natural Tenser’s Transformation has been upgraded into a stronger final form. The new benefits as such are listed below:
- You gain 80 temporary hit points, and once per transformation, you can gain an additional 40 temporary hit points.
- Whenever you hit a target with a weapon attack, that target takes 4d12 extra radiant or necrotic damage (your choice).
- You can attack an additional time granting you three attacks per turn.
- You get a +2 bonus to AC.
- You can cast spells of any kind (even other concentration spells) whilst in this new transformation (like the druid’s archdruid).
The only way this transformation can end is if you are incapacitated, or killed. Once this form wears off, you have to take a long rest, or spend 5 sorcery points to undergo it again.
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