Sorcerer
Base Class: Sorcerer

your magic has honed your body to become the perfect weapon! combat is in your blood, perhaps you are descended from a line of master warriors but you inherited your families talents in an unconventional way. perhaps you dedicated such time training that your fighting has taken on a magical quality. regardless of how you have gotten your power using it you can pull skills and talents to use weapons from the weave itself and achieve harmony to reach great heights in both spellcasting and fighting.

Expanded spell list

you gain the following spells, they are sorcerer spells for you and do not count against the number of spells know

1st level,  shield, Zephyr Strike

3rd level, Borrowed Knowledge, Blur

5th Level, Haste, Spirit Shroud

7th Level, Death Ward, Fire Sheild

9th Level, Circle of Power, Steel Wind Strike

 

Level 1: conjured skills

at 1st level you gain proficiency in in martial weapons and light, medium, and heavy armor.

Level 1: Sorcerous Harmony

a number of times equal to your proficiency bonus, as a bonus action you may enter a state of harmony with magic and yourself, for 1 minuet you gain the following benefits,

          - all incoming damage is reduced by an amount equal to your charisma modifier

          - you may concentrate on a number of spells equal to your proficiency bonus as long as all spells target the caster, if your concentration is broken all spells end.

          - you may use your charisma modifier for weapon attack and damage rolls

          - whenever you cast a spell of 1st level or higher you may make a single weapon attack

          - whenever your concentration is broken you may use your reaction to instantly recast any spells of your choice that you were concentrating on using the proper spell slots

you regain all uses when you finish a long rest.

magical speed

whenever you take the attack action on your turn, you may spend sorcery points or spell slots to take a number of additional attacks.

          - you gain 1 additional attack for every 2 sorcery points you spend

          - you gain 2 additional attacks for every 1 level of spell slot you expend

you may spend any number of spell slots and or sorcery points but are limited to a number of additional attacks equal to your sorcerer level.

Level 14: Metamagical attacks

You may now apply metamagic options to your attacks when you take the attack option. the effects that you can apply to your attacks and how they affect them are detailed below. you may only use the metamagic options you know. unless otherwise stated you may only use a single option when you take the attack action

          - careful spell - you compress all attacks in the action into a single attack, if it hits the target takes damage as if every attack had hit, costs 1 sorcery point

          - distant spell - double the range of ranged weapon attacks, increase the reach with melee weapons to 30 feet, costs 2 sorcery points

          - empowered spell - when you hit with an attack you may reroll the damage die a number of times equal to your charisma modifier, this metamagic applies to a single weapon attack, you may use this option even when you have already used another, you may use this option multiple times in a single attack action on different attacks, costs 1 sorcery point

          - extended spell - you may use this metamagic option when your sorceress harmony feature is active to add another minuet to the duration, you may use this option even when you have already used another, costs 2 sorcery points

          - Heightened spell - gain an additional +5 to all attack and damage rolls made, costs 4 sorcery points

          - quickened spell - take the attack action as a bonus action, costs 3 sorcery points

          - seeking spell - when you make an attack roll and miss you may use this option to reroll the attack, this applies to a single weapon attack, you may use this option even when you have already used another, you may use this option multiple times in a single attack action on the same or different attacks, costs 2 sorcery points

          - Subtle spell - when you take the attack action all attacks take place silently and invisibly. unless a creature can see invisible creatures it appears you took no attack. the target also experiences no pain and shows no external signs of damage, the target must make a wisdom saving throw against your spell save DC to realize that they have been hurt at all. costs 3 sorcery points.

          - Transmuted spell - you may change the damage type of your attacks to any type on this list : acid, cold, fire, lightning, poison, thunder, you may use this option even when you have already used another, costs 1 sorcery point.

          - Twinned spell - each time you make a weapon attack as part of the attack action you may target another creature in range, you use the same attack roll and damage for both targets. costs 1 sorcery point for each attack you are taking during the action. 

 

perfect harmony

you have learned how to further amplify your power when you sorcerous harmony feature is active. when you activate your sorcerous harmony feature or as a bonus action when it is active you can expend a spell slot of 3rd level or higher to gain an additional benefit for the duration. you can take this bonus action multiple times to gain multiple benefits. you lose the benefits when your sorceress harmony ends.

          - arcane smite - whenever you hit with a weapon attack you deal an additional 2d8 force damage

          - forged spells - whenever you cast a spell that requires affected creatures to make a saving throw, you may make a single weapon attack against each affected creature of your choice if they are within range of your weapon, if the attack hits they automatically fail the saving throw and take damage from the attack, if the attack misses they still need to make a saving throw against the spell, if the spell requires them to make a saving throw not on your turn you may use your reaction to make the attack.

          - perfect defenses - whenever you are hit with an attack, as a reaction you may expend a spell slot or sorcery point to raise your AC by 10 until the end of your next turn, while your AC is raised in such a manner critical hits count as regular hits and must beat your AC to hit.

          - quick escape - whenever you are caught in an area effect that would cause to make a saving throw or take damage, you may use your reaction to teleport up to 60 ft away and completely avoid the effect

          - sorcerous reflexes - you gain an additional reaction, you may take this option multiple times

Previous Versions

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11/14/2024 4:22:02 AM
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