Base Class: Sorcerer
Most War Mages have found their magic just when they needed most; whether in the midst of battle, or perhaps when someone they know was wounded and needed help. They don't know where it comes from, but always seems to be there when needed.
Weapon and Armor Training
When you gain this feature at 1st level, you gain Proficiency with Light and Medium Armor, Shields, and all Simple Weapons, as well as Longswords, Shortswords, Battleaxes, and Warhammers.
Blade of Force
At 1st level, all damage dealt with non-magic melee and ranged weapons is Force damage. In addition, when dealing damage in this way, deal an additional 1d4 Force damage. This damage increases to 1d6 at the 6th level, 1d8 at the 12th level, and 1d10 at the 18th level.
Magical Vitality
Starting at 6th level, your magic now allows you to heal in the thick of battle. You may use your action to heal hit points equal to 1d12 + your Constitution modifier. After you use this feature, gain +5 to your AC until the start of your next turn. Once you use this feature, you cannot use it again until you finish a long rest.
Blade Fury
Starting at the 14th level, when you take the Attack action, you may make on additional weapon attack, even if you already have Extra Attacks (such as given by the Fighter class). If you take the Dodge, or Disengage action, you may use your bonus action to make one weapon attack sometime during your turn.
Master of Blades
At the 18th level, when you make a weapon attack, you may move up to half you speed. This movement does not provoke opportunity attacks.
If you are behind an enemy, you have advantage on Attack and Damage rolls against that enemy.
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