Sorcerer
Base Class: Sorcerer

Your innate magic comes from your races primal urge to fight. You might have been born during a particularly gruesome battle of a war, or perhaps one of the many war gods blessed your birth. However this magic came to dwell inside you, one thing is certain, it demands to be used.

Warrior's Heart

Starting at 1st level, you can use your charisma modifier for attack rolls with weapons you are proficient with.

Blessings of War

At first level, you have an increased knowledge of the tools of war. You are proficient with all simple weapons, as well as light armor and shields. In addition, if your arcane focus is a staff then you may treat it as a quarterstaff. If not a staff but a rod or wand, you may treat them as a simple weapon that does 1d4 bludgeoning damage for the rod and 1d4 peircing damage for the wand.

Adrenaline of Battle

Starting at 6th level, once per turn when you make a melee attack, you can cast a spell with a single target as a bonus action at the enemy you attacked (range disadvantage doesn't apply) or you can cast an area effect with the attacked enemy as the origin by spending an amount of sorcerer points equal to the spells level (to a minimum of 1).

Sorcerous Strategy

At 6th level, your combat experience has led to your magic adapting itself to your strategies. You can take one of two options.

The Best Defense Is A Good Offense

You have won numerous battles by refusing to give ground and attacking with unrelenting fire power. If you take this option you can spend sorcerer points to cast an evocation spell as if it were one a level lower. Once this is done you can continue to cast that spell as one level lower for a number of rounds equal to the number of sorcerer points spent.

The Best Offense Is A Good Defense

During battle you have taken a more cautious approach, which has lead to many painless victories. When you take this option you can spend sorcerer points to cast an abjuration spell as one a level lower. Once this is done you can continue to cast that spell as one level lower for a number of rounds equal to the number of sorcerer points spent.

Spectral Dragoon

At level 14, your magic adapts even more to use in warfare. As an action on your turn you can form your magic into a spectral horse underneath you. This horse has the same stats as a warhorse. While riding this horse you act as if you have the feat Mounted Combatant. This effect last until the horse's hit points reach zero, you fall unconscious, or until you fall off or are knocked off the horse.

Warmaker's Wrath

In battle the ferociousness of your magic takes control, causing you to fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

• You have advantage on Strength checks and Strength saving throws. 

• When you make a melee weapon attack using Charisma, you gain a bonus to the damage roll that is equal to your charisma modifier.

• You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them while raging, though because of your experience in maintaining your thoughts during the chaos of battle you can maintain concentration.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged a number of times equal to half your charisma, you must finish a long rest before you can rage again.

Comments

Posts Quoted:
Reply
Clear All Quotes