Base Class: Sorcerer
Imbued with Abjurative magic as an infant, you have enhanced defensive magic and martial prowess.
Arcane Boost
At 1st level, you learn 2 of the following abilities. You learn additional Arcane Boost abilities at levels 5, 9, 13, and 17.
You may only use 1 of these abilities per turn, unless otherwise noted with *.
Distant Attack. When you make a Melee Weapon Attack, you can spend 1 Arcane Charge to increase the reach of one weapon by 5 feet. This effect lasts until the end of the turn.
Empowered Attack. When you roll damage for a Melee Weapon Attack, you can spend 1 Arcane Charge to reroll a number of damage dice up to your Charisma modifier. You must use the new rolls.*
Quickened Attack. You can spend 1 Arcane Charge to make a Melee Weapon Attack as a bonus action.
Seeking Attack. When you make a Melee Weapon Attack and miss, you can spend 1 Arcane Charge to reroll the d20. You must use the new roll.*
Transmuted Attack. When you make a Melee Weapon Attack that deals a type of damage from the following list, you can spend 1 Arcane Charge to change that
damage type to one of the other list types: slashing, piercing, bludgeoning. This effect lasts until the end of the turn.
Twinned Attack. When you make a Melee Weapon Attack, you can spend 1 Arcane Charge to target a second creature within the attack's normal range.
You have a number of arcane charges equal to the number of Arcane Boost abilities you know, and regain all charges at the end of a short or long rest.
Upon reaching level 2 in the Sorcerer class, you may spend 1 Sorcery Point as a bonus action to regain an Arcane Charge.
Abjurant Armor
You naturally maintain a defensive ward around you.
Starting at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Extra Attack
Starting at 6th level, you can make 2 attacks when taking the Attack action.
Modified Abjuration
At 14th level, you learn the Extended Spell Metamagic. If you already have the Extended Spell Metamagic, select another of your choice.
Metamagic effects used with your Abjuration Spells of 5th level or lower cost 1 less sorcery point, to a minimum of 1 point.
You may use the Extended Spell metamagic with Abjuration spells that last less than 1 minute.
Martial Arcanist
Beginning at 18th level, any time you use Metamagic or your Arcane Boost feature, you deal bonus damage on weapon damage rolls equal to your Charisma Modifier until the start of your next turn. This bonus damage may be any type that the weapon deals during the attack.
In addition, you gain the following effects when you are within 10 feet of 1 or more enemies.
Metamagic effects used with any Abjuration Spell cost 1 less sorcery point, to a minimum of 1.
You may spend Sorcery Points to regain Arcane Charges without using a bonus action.
Previous Versions
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12/23/2023 6:49:58 AM
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6
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1.5B
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Coming Soon
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1/7/2024 11:47:33 PM
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15
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1
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2A
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Coming Soon
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Twinned attack is ambiguously worded. When you say "target a second creature" how does that interact with spells like GFB?
Sorcerers get more cantrips than any other caster, and are the most inclined to take attack cantrips like BB and GFB, which cannot be used with extra attack. Perhaps instead of extra attack allow them to use two cantrips in succession, but restrict them to only being able to target creatures within 15 ft? Something like lightning lure into BB seems very satisfying for the theme.
I would consider making the boosts simply require sorcery points rather than giving them more resources, that way they can consistently use them in a longer fight (encourages the melee play style which is already disincentivised by the risk of melee) while tuning down the free stuff.
for abjurant armor, perhaps instead consider letting them choose their style between sword and board or other by instead letting them add their proficiency bonus to the armor granted by mage armor? maybe give them a list of extra spells with that on it, kinda like aberrant mind but without the freedom to swap.