Sorcerer
Base Class: Sorcerer

A Battle Saint uses every advantage, be it weapons or armor, to fight back against evil. Their bloodline makes them especially good at slaying fiends. During the hardest time in mortal existence, Battle Saints stood against the hells as the saviors of mortals. There are few Battle Saint bloodlines left after the Dark Ages. Even today Battle Saints are still a sign of hope.

Combat Saint

Starting at 1st level, your bloodline allows you to use weapons and armor as well as your sorcerer magic to defeat your foes. You are proficient with light armor, medium armor, shields, simple weapons, and martial weapons. Your bloodline grants you new spells to help protect you from evil. You learn protection from evil and good and sanctuary, these spells don't count against the number of spells you know. You can also use simple or martial weapons as a spellcasting focus for your sorcerer spells.

Martial Magic

Starting at 1st level, you can harness the divinity of your bloodline to empower your weapon attacks. While holding a simple or martial weapon, you can use a bonus action to give yourself advantage on your next weapon attack. Additionally, your next weapon attack deal an extra 1d6 radiant damage. You can use this feature one time and it refreshes on a long rest. 

Starting at 2nd level, you can spend 1 sorcery point from your font of magic to regain a use of this ability.

Saintly Surge

Starting at 6th level, when you use Martial Magic the next time you take the attack action you can make an extra attack as part of the same action. The bonuses added by Martial Magic only apply to the first attack. (this does not stack with other forms of extra attack)

Divine Protection

At 6th level, your ability to protect yourself and your allies from danger has grown stronger. Whenever you cast protection from evil and good or sanctuary, you can target 1 additional creature within range as if you had used twin spell meta magic. This does not consume any sorcery points. You can use the feature a number of times equal to your Charisma modifier per long rest.

Saintly Aspect

Starting at 14th level, you can spend an action to summon a radiant visage of yourself in a free space you can see within 60ft'. This visage lasts for 1 minute and emits a 30ft' aura of bright light. Enemies in this light can not benefit from their magic resistance ability. Allies within the light have advantage on death saving throws, and regain the maximum number of hit points possible from any healing.

Once this ability has been used it can't be used again until after a long rest.

Battle Overdrive

Beginning at 18th level, your connection with your bloodline causes your power to surge whenever you enter battle. When you roll initiative, you can choose to expend 5 sorcery points to enter Battle Overdrive for 1 minute.

Battle Overdrive gives you the following effects:

  • Your speed is doubled
  • You can jump three times the normal distance
  • When you travel at least 30ft on your turn, your AC is increased by +2 until the start of your next turn
  • You gain advantage on Strength, Dexterity, and Constitution saving throws
  • When you use your bonus action to activate Martial Magic, you can make a weapon attack as part of the same bonus action

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