Sorcerer
Base Class: Sorcerer

In the hallowed serenity of ancient temples and secluded monasteries, a rare breed of sorcerer emerges—the Magefist. Their power diverges from the conventional lineage, deriving strength not from ancestral bloodlines but from living symbols meticulously etched upon their skin. These arcane tattoos serve as conduits for concealed energies, transforming the Magefist’s movements into a seamless dance, akin to the fluid grace of flowing water. In the delicate dance of ink and essence, the Magefist journeys to unravel the cryptic secrets woven into their being.

Magefist Magic

1st-level Magefist feature

You learn additional spells when you reach certain levels in this class, as shown on the Magefist Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Magefist Spells
Sorcerer Level Spells
1st feather fall, longstrider
3rd blur, spider climb
5th Ashardalon’s stride, haste
7th freedom of movement, stoneskin
9th Bigby's hand, destructive wave

 

Spellstriker

1st-level Magefist feature

In the heat of battle, your nimble prowess becomes your weapon. You gain the following benefits:

Agile Strikes. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d4 in place of the normal damage of your unarmed strike.

Unarmored Defense. While you are not wearing any armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Spellstrike. When you cast a spell with a casting time of one action that does not involve you making a weapon attack, you can make one unarmed strike as a bonus action.

 

Extra Attack

6th-level Magefist feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks, provided that the cantrip does not involve you making a weapon attack.

Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

 

Arcane Reflexes

14th-level Magefist feature

Harnessing the arcane currents that flow through your veins, your reflexes are a dance of magic and finesse. You gain the following benefits:

Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Essence Ward. When you fail a Dexterity saving throw, you can spend 1 Sorcery Point to add your Charisma Modifier to your roll, potentially turning the failure into a success.

Riposte. When you succeed on a Dexterity saving throw, you can use your reaction to move up to half of your walking speed. Then, you can make an unarmed strike against a target within your reach. This movement does not provoke attacks of opportunity.

 

Magefist Mastery

 18th-level Magefist feature

As your magical prowess reaches its zenith, the arcane glyphs adorning your skin radiate with newfound power. As an Action, you can tap into the latent energy of your tattoos and enter an enhanced state that provides a number of benefits:

Arcane Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. You can only use Arcane Surge once each time you enter this state. Arcane Surge cannot be used during the same turn that an Action Surge is used.
Glyphic Acuity. You have advantage on all ability checks and saving throws.
Inscribed Vigor. You gain temporary hit points equal to your sorcerer level + your Charisma Modifier.
Enhanced Spellstrike. When you hit a creature with an unarmed strike, the creature takes extra force dam-age equal to your Charisma modifier (minimum 1).

You remain in this enhanced state for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you enter this state, you can’t enter it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

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