Sorcerer
Base Class: Sorcerer

The Arcane Duelist is a master of magical combat, their magic flows between themselves and their weapon with a natural ease. Such sorcerers are highly prized fighters in all Martial respects. They make excellent mercenaries, spies, cutthroats, thieves, and gladiators. Such Fighters are rare, and often a threat to all they sorcerer is not loyal to. 

Martial Arcanum

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Additionally you gain proficiency with one martial  weapon of your choice.
Whenever you kill an enemy, or drop it to 0 hitpoints with a weapon attack, you gain 1 sorcery point. If you have your full pool of sorcery points (or no sorcery points), you gain temporary hitpoints equal to your charisma modifier( min. 1)

Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This effect lasts until you take this action again.

You also learn the vicious mockery cantrip.

Weapon Training

You gain proficiency with the martial weapon of your choice 

Spell rune

Starting at 6th level an Arcane duelist can imbue their weapons with the arcane magic they wield.
Each weapon (including fists) can only have one spell rune applied at any one time. Each spell rune lasts until used, or it is dispelled. Before you make the attack action on your turn, you can declare to use your spell rune on a particular weapon. If the attack hits, the spell rune is expended and the target suffers the effects of the spell. If the spell has an area of effect, it will only effect the weapon attack's target. If an area of effect spell has a saving throw to mitigate the effects of the spell, the target does not get a chance to roll the save. If the spell imbued has only 1 target, and has a saving throw associated to mitigate the effects of the spell, the target rolls the save as normal. When you declare you are using the spell rune, no natter on a hit or miss, the spell rune is expended.
To imbue a weapon with a spell rune, you must spend one minute to imbue the weapon, consume the spell slot as though you cast the spell, and sorcery points equal to the spell's level.
You can also imbue cantrips into your weapon. Each cantrip can be imbued as a bonus action, and costs 1 sorcery point.
Each arcane duelist can only have a number of imbued weapons equal to their CHA modifier ar any one time.
Ammunition cannot benefit from this ability.

You may not imbue spells above 5th level with this feature.

Spells that require concentration do not require you to concentrate on them until the spell rune is used, but once the spell is delivered by an attack, you must concentrate on the spell as normal.

 

Armor of the arcane

At 14th level, you learn 3 spells, mage armor, shield, and misty step. Each spell does not count against your sorcerer spells known and can be cast for sorcery points instead of consuming spell slots. Mage armor and shield both cost 1 sorcery point. Misty step costs 2 sorcery points.

Improved spell rune

At 18th level, your spell rune feature is improved. Now, when you miss with a spell rune attack, the rune is not expended. When you hit with a spell rune attack, you can use your bonus action to maintain the rune for another attack. To do so, you must have the available spell slot and sorcery points and spend them as part of the action.

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