Base Class: Sorcerer
Mages who train both their magical and martial abilities in order to become formidable magic wielders. Believing the path to mastery of oneself is through the balance between your mind and your body.
Arcane Body
Beginning at 1st level, you gain proficiency with light and medium armour. Your unarmed strikes are now considered magical for the purposes of overcoming magical resistances and immunities, and deal 1d6 + Strength or Dexterity modifier (Your choice) bludgeoning damage, when you land an unarmed strike you can choose to change its damage type to fire, cold, lightning or thunder as a bonus action. Additionally your arms can now be treated/considered as your arcane focus for the purpose of casting cantrips/spells.
Starting at 2nd level, when you gain the "Font of magic" feature; you also gain the two following abilities.
- Quickened Guard
When you are hit by an attack from a creature you can see within 30 feet, you can use your reaction to reduce the damage by 1d8 + Sorcerer level. Once you use this ability you cannot do so again until you finish a short or long rest, or expend 1 sorcery point to use it again.
- Quickened Strike
When you use your action to make an unarmed strike or cast a cantrip/spell that has a casting time of one action, you can use a bonus action to make an unarmed strike against a creature you can see within 5 feet. Once you use this ability you cannot do so again until you finish a short or long rest, or use 1 sorcery point to use it again.
Enhanced Strikes
Your unarmed strike's damage die now increases to 2d6, and when you land an unarmed strike you can now change the strike's damage type as a free action. Furthermore when you take the Attack action on your turn and you aren't holding a weapon or shield in either hand, you can make up to two unarmed strikes as part of the same action and/or swap out one of the strikes to cast a cantrip (with a casting time of one action) instead.
- Quickened reflexes
When forced to make a Strength check(Athletics), Dexterity check (Acrobatics) or Strength/Dexterity saving throw, you can use your reaction to either...
- After rolling the check/saving throw, but before knowing the outcome you can add your Charisma modifier to the result potentially swaying it to a success.
- After rolling a successful check/saving throw, you take no damage from the saving throw (half damage on failed saves) and cannot be knocked prone or moved again your will.
Once you use this ability you cannot do so again until you finish a short or long rest, or expend the necessary sorcery points to use it again.
- Quickened counter
When you use your "Quickened Guard" ability on an attack that came from a creature within 5 feet, you can make an umarmed strike against that creature as part of the same reaction.
Arcane Agility
Starting at 14th level, You can spend 2 sorcery point to take the Disengage, Dodge or Dash action as a bonus action on your turn, and your walking speed and jump distance is doubled for the rest of your turn. Furthermore, while this ability is in effect you can run up and/or along vertical services.
(Additionally, your unarmed strikes damage die now increases to 3d6 and crit on a 19 and 20 on the d20 die. Furthermore, when you crit with an unarmed strike against a creature that is large or smaller in size you can use a bonus action to push that creature up to 15 feet away from you in a straight line.)
Mystic and Martial mastery
Beginning at 18th level, when you take the Attack action on your turn to make any number of unarmed strikes, you can expend a number of Sorcery points and swap out one strike to cast a spell at a level equal to the number of Sorcery points you expended (with a casting time of one action) in place of that unarmed strike. Furthermore, you can now add your Charisma modifier to your Initiative rolls as well as Attack and damage rolls made with your unarmed strikes.







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