Sorcerer
Base Class: Sorcerer

A mighty wizard converted you, or an ancestor of yours, into a living arcane weapon. They wanted a loyal soldier who could eliminate their enemies with simple, yet devastating bolts of force. However, they severely underestimated their creation’s power and desire for autonomy.

Arsenal Spells

1st-level Arcane Ordnance feature

The magic infused inside of you was designed to combat mages and warriors alike. You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don’t count against your number of Spells Known.

Arsenal Spells
Sorcerer Level Spells

1st

mage armor, magic missile, shield

3rd

darkness, silence

5th

counterspell, fly

7th

dimension door, resilient sphere

9th

arcane hand, wall of force

Mystic Artillery

1st-level Arcane Ordnance feature

You are a wellspring of pure arcane power. You can cast magic missile as a cantrip. When cast in this way, it only creates one dart. The number of darts increases when you reach certain sorcerer levels, increasing to two at 5th level, three at 11th level, and four at 17th level.

Power Flux

6th-level Arcane Ordnance feature

Your spells are highly adaptable. Whenever you finish a long rest, you can replace one Metamagic option you know with another Metamagic option of your choice.

You also gain a number of special sorcery points equal to your proficiency bonus. These sorcery points cannot be used with your Font of Magic feature or for Metamagic on a spell other than magic missile. When you cast magic missile, you can spend 1 sorcery point to modify it in one of the following ways of your choice:

Seeking. Each dart can target an unseen creature if you can still detect its location.

Shattering. Each dart can target and damage an object that isn’t being worn or carried.

Shifting. You can change the damage type of each dart to another damage type of your choice.

Shoving. A creature hit by at least one dart must succeed on a Strength saving throw or be pushed up to 10 feet in a horizontal direction of your choice.

Staggering. A creature hit by two or more darts must succeed on a Strength saving throw or fall prone.

Swarming. You create two more darts instead of one more dart for each slot level above 1st used to cast it.

Unstoppable Force

14th-level Arcane Ordnance feature

The magic you possess defies physical boundaries. When you cast a spell of 1st level or higher, you can make a DC 18 Charisma check to cast it at a target behind cover, bypassing its benefits. On a failure:

  • If the spell targets a point of origin, the point of origin moves to the near side of the obstruction.
  • If the spell targets a creature or object, it fails.
  • If the spell creates an area of effect, it is blocked by total cover.

Mana Barrage

18th-level Arcane Ordnance feature

You can unleash the full extent of your power in an overwhelming salvo. When you cast magic missile, you can spend 5 or more sorcery points to create the same number of additional darts, and ignore any effects that would cause a creature to be unaffected by it, such as the Tarrasque's Reflective Carapace or the shield spell.

Previous Versions

Name Date Modified Views Adds Version Actions
4/22/2024 4:59:26 AM
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Arcane Ordnance Image

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