Base Class: Sorcerer
[D&D 2024]
TLDR. Sorcerer+Paladin; When you want to play a Martial class with spellcasting, but don't want to skimp on the spellcasting.
You've Got Paladin In My Sorcerer. A Fighter of Note. Chosen by Celestial Powers to be something akin to a paladin, adjacent to a cleric, but not precisely either. Something more... Arcane. You’ve spent your lifetime immersed in the Arcane, and now you’re called upon to also embrace the Divine – and to take up arms.
"To be infused with physicality and made into someone that feels the weight of weapons and armor upon them are… as old friends? To be fully at ease and capable with arms and armor on the field of battle and then, unexpected by all, to unleash Arcane hell!?
"Or, if by ill happenstance I am left without access to spells and should need take up a weapon, I will fell the lot of my attackers with equal ease as if by incantation!
"Yes! I think this situation suits me well enough!"
.
Martial Metamorphosis
Tempered Body and Mind. Your body transforms, becoming at once stronger and more supple than it was before.
- Wisdom. Wisdom saving throw proficiency granted.
- Alleviated MAD-ness. Your points distributed to Abilities go farther, as there's a +2 bonus to either Strength or Dexterity to mitigate the Multiple Ability Dependence of Paladin-like features.
- Hardiness. The d6 Hit Point Dice of a Sorcerer are augmented with +2 Hit Points per level, bringing parity to d10 average Hit Points per level of a Martial class like a Fighter or Paladin. When healing yourself as during a Short Rest manually add 2 Hit Points per Hit Point Die used to your character sheet via the "Heal" button and text entry box below it, located next to your Hit Points. Your character sheet does not know that your Hit Point Dice should be d10 now.
Imparted Experience. The experience of some of the best to ever see battle are divinely bestowed upon you.
- Of Arms. Martial weapons proficiency adds to the capability with Simple weapons you already possess.
- And Armor. Training in Shields, and Light, Medium, and Heavy Armor.
- And Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with spells.
- Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.
Fighting Style
Your martial prowess has been honed and you gain a Fighting Style feat of your choice.
Whenever you gain a Sorcerer level, you can replace the feat you chose with a different Fighting Style feat.
You gain another Fighting Style feat of your choice.at level 7.
Your options are...
Archery
You gain a +2 bonus to attack rolls you make with Ranged weapons.
Blind Fighting
You have Blindsight with a range of 10 feet.
Defense
While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Dueling
When you’re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
Great Weapon Fighting
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Interception
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Thrown Weapon Fighting
When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.
Unarmed Fighting
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Note that a Magic Staff counts as a Quarterstaff unless its description specifically says that it does not.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
Your options are...
Battleaxe (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Blowgun (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Club (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Dagger (Nick)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Dart (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Flail (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Glaive (Graze)
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Greataxe (Cleave)
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Greatclub (Push)
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Greatsword (Graze)
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Halberd (Cleave)
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Hand Crossbow (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Handaxe (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Heavy Crossbow (Push)
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Javelin (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Lance (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Light Crossbow (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Light Hammer (Nick)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Longbow (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Longsword (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Mace (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Maul (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Morningstar (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Musket (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Pike (Push)
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Pistol (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Quarterstaff (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Rapier (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Scimitar (Nick)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Shortbow (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Shortsword (Vex)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Sickle (Nick)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Sling (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Spear (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Trident (Topple)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
War Pick (Sap)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Warhammer (Push)
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Whip (Slow)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Second Wind
You have a limited non-mystical well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Sorcerer level.
You can use this feature twice starting at Sorcerer level 3 and three times at Sorcerer level 4. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. [Note: You must manually un-tick a Second Wind use after a short rest, as the character sheet will only reset uses indicated after a long rest.]
When you reach Sorcerer level 10, you gain one additional use of this feature.
Channel Divinity
You can channel divine energy directly from the Outer Planes using it to fuel magical effects, though slightly differently than a Paladin. You can create three effects: Abjure Foes, Divine Sense, or Smiting casting Sacred Smite or Stunning Smite, which are described below. Each time you use this class’s Channel Divinity, you choose which effect of these effects to create.
You can use this class’s Channel Divinity twice. You regain all expended uses when you finish a Short Rest. You gain an additional use when you reach Sorcerer level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Abjure Foes. As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Divine Sense. As a [action]Bonus Action;Bonus[action] action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
Sacred Smite. You can cast Sacred Smite using Channel Divinity rather than a spell slot if you choose. The level 1 spell adds an extra 2d8 Radiant damage to your Melee hit and to your subsequent Melee hits on the target until the spell ends; a Reaction, duration 1 minute, concentration. The damage increases by 1d8 per hit if the target is a Fiend or an Undead. The damage increases by 1d8 per hit for each spell slot level above 1. [Note: use an always prepared "At Will" version of the spell so as not to use a spell slot, and indicate the use of "Channel Divinity" on your character sheet.]
Stunning Smite. You can cast Stunning Smite using Channel Divinity rather than a spell slot if you choose. The level 1 spell adds an extra 2d8 Radiant damage to your Melee hit and to your subsequent Melee hits on the target until the spell ends; a Reaction, duration 1 minute, concentration. The target's Constitution and Dexterity saving throws have Disadvantage until the spell ends. The damage increases by 1d8 per hit for each spell slot level above 1. [Note: use an always prepared "At Will" version of the spell so as not to use a spell slot, and indicate the use of "Channel Divinity" on your character sheet.]
Expanded Spell List
Your spell list has grown to include the entire Cleric spell list plus the spells Divine Favor, Heroism, Shillelagh, and the Paladin spells Divine Smite, Searing Smite, Shining Smite as well as Sacred Smite and Stunning Smite noted previously and Greater Magic Weapon.
Greater Magic Weapon. The level 3 spell makes a nonmagical weapon magical with a +2 bonus to hit and damage rolls and extra 1d4 damage; a Bonus Action, duration 4 Hours. The spell can be cast a second time on a different weapon or twice on the same weapon to extend the spell duration, but the spell ends early if you cast it a third time. The bonus increases to +3 and extra damage increases to 2d4 with a level 4 spell slot. The extra damage increases to 3d4 with a level 5 spell slot and to 4d4 with a level 6 spell slot.
Aura of Protection
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier.
A creature can benefit from only one Aura of Protection at a time; a creature chooses which aura while in them.
The aura will increase in size to 20-feet at Sorcerer level 10 and again to 30-feet at Sorcerer level 18.
Extra Attack
You can attack twice instead of once whenever you take the Attack or Magic action on your turn.
For a spell to be cast as an Extra Attack, rather than a Magic action that precedes Extra Attacks, the spell must be a Cantrip, a Reaction, or have a casting time of 1 Bonus Action – which may be by use of Metamagic: Quickened Spell on a spell normally cast using 1 Action.
Aura of Courage
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
Spellbattle Master
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell’s range by 60 feet.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Physical Ability Score Improvement
Both your Constitution score and either your Dexterity or Strength score increase by 2.
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack or Magic action on your turn.
For a spell to be cast as an Extra Attack, rather than a Magic action that precedes Extra Attacks, the spell must be a Cantrip, a Reaction, or have a casting time of 1 Bonus Action – which may be by use of Metamagic: Quickened Spell on a spell normally cast using 1 Action.
Arms Apotheosis
While you’re wearing Light, Medium, or Heavy armor, you gain a +2 bonus to Armor Class.
You choose either to gain a +2 bonus to attack rolls you make with Melee weapon attacks or with Ranged weapon attacks.
As you approach the limit of what a mortal may achieve, your Divine boons allow Attunement with yet a fourth magical item.
You gain the ability to understand, speak, and write Celestial, as well as Abyssal and Infernal.
Melee Weapon Attack Bonus
You gain +2 to Melee weapon attacks
Ranged Weapon Attack Bonus
You gain +2 to Ranged weapon attacks.
Physical Ability Score Improvement
You add 2 to your Strength or Dexterity Ability Score. This feature can increase an ability score to 21 and above.
Your options are...
Dexterity
Add 2 to your Dexterity Ability score. This feature can increase an ability score to 21 and above.
Strength
Add 2 to your Strength Ability score. This feature can increase an ability score to 21 and above.
Previous Versions
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9/25/2024 6:54:56 PM
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