Sorcerer
Base Class: Sorcerer

Descendant from the legendary Roc, sorcerers of this variety specialize in unusual applications of magic, beyond the commons interpretation of spells.

Lethal Talons

Take after the Rocs powerful claws, and deal 1d6 + str slashing damage with unarmed attacks.

Spirit of the Roc

Spend 2 sorcery points to increase size to large, also increasing ac by 2, and making unarmed strikes deal 1d8 + str bludgeoning instead.

This lasts for 10 rounds or until you fall unconscious.

Bulldoze

While Spirit of the Roc is active, if the dash action is taken, any creature whose space you move through takes 1d8 + STR damage (increasing to 2d8 at lvl 5, 3d8 at 11, 4d8 at 17), and must make a DEX save or fall prone; terrain can also be destroyed at DMs discretion.

Divebomb

Using 2 sorcery points, you can attack like the Roc does and launch down on a target more than 10ft below you, taking no fall damage, and  dealing 1d6 bludgeoning damage for every 10ft of distance dived, up to your levels number of dice. Once per long rest, you can double the number of dice that can be stacked up. This dice is increased to a d8 if enlarged.

Iron Feathers

As a reaction to being attacked, you can use 2 sorcery points to harden your feathers and increase your AC by 3 for the duration of the enemies turn (increases to +5 AC at lvl 11). If an attack is successfully blocked while active, you regain 1 sorcery point at the start of your next turn.

Ferocity of the Roc

Damage dealt by Spirit of the Roc, Bulldoze, and Divebomb are now force damage type.

Roc Flight

30ft fly speed gained/increase to current fly speed.

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