Sorcerer
Base Class: Sorcerer

You are the descendant of some warrior spirit, be they celestial, fiend, or aberration. Through them, you are able to wield the surging power in your blood as a weapon in combat, letting you cut through waves of enemies like a hot knife through butter. 

This is my first time posting homebrew content here, so any feedback would be greatly appreciated, critically or otherwise

Martial Training

Your lifetime of combat training in the hopes you might live up to the name of your forefathers has granted you proficiency with all weapons and armor at level 1.

You also learn the additional spells at the specified levels. They do not count against sorcerer spells known. You may replace them with any abjuration or evocation spell from the sorcerer spell list on a level in which you gain a feat/asi

Level 1: Heroism, Shield

Level 3: Shadow Blade, Spiritual Weapon

Level 5: Conjure Barrage, Spirit Guardians

Level 7: Death Ward, Fire Shield

Level 9: Destructive Wave, Wall of Force

 

Finally, at level 3, you’ve learned how to channel your magic to keep yourself alive in combat. Whenever you cast a leveled spell, you may expend a sorcery point to regain a number of hit points equal to 1d6 per level spell slot expended.

Spell Blaster

At level 6, your mastery over high intensity combat has given you considerable accuracy in the thick of combat. When casting a ranged spell or cantrip against a target within 5 feet, you do not receive disadvantage. Additionally, you may choose to expend a sorcery point whenever you hit a target with a damaging spell to impose disadvantage on their attack rolls against anyone other than you.

Ancestral Protection

At 14th level, the power of the weave surrounds and protects you. As a reaction, you may spend two sorcery points to either gain advantage on dexterity saving throws against spells, or a +4 to AC. The effect lasts for 10 turns, but you can only have one at a time.

Battlemage's Stride

At the 18th level, you have become adept at controlling the battlefield with your mobility. Once per turn, as an action, expending three sorcery points, you may teleport up to 60 feet, landing adjacent to a hostile creature, and make three melee spell attacks. Each attack deals 1d8 force damage, and the target must make a constitution saving throw or be stunned.

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2024 4:01:58 PM
8
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes