Sorcerer
Base Class: Sorcerer

Your innate magic allows you to enhance your physical capabilities in combat. Blade Sorcerers are revered and feared combatants, with myths saying they were born as monsters with weapons. Your magic could be tied to a paladin, bladesinger, or being from a family of fighters that are naturally adept at fighting. 

Level 3: Training in Arms

You gain proficiency in light and medium armor, shield training, and martial weapon training. Additionally, you can perform the somatic components even when both hands are wielding weapons or shields.

Level 3: Magical Physique

Your magic enhances not only your blade, but also your body. You gain the following features.

  • Your speed increases by 10ft.
  • While you're not wearing armor, your AC equals 13 + your Dexterity modifier

Level 3: Melee Magic

Your metamagic extends past just casting spells, you can also use your sorcery points to enhance your physical prowesse! You choose two of the following Melee Magic options. Each option can only be used once per attack, and you can only choose two options per attack. Additionally, if you have the Arcane Apotheosis feature, you can use one of the melee magic options without spending sorcery points.

Whenever you gain a Sorcerer level, you can choose to replace one Melee Magic option that you know with one that you don't know. You one more Melee Magic option at level 7, one more at level 11, and another at level 17.

Disengaging Strike

When you hit a creature with an attack roll, you can spend 1 Sorcery Point to move up to half your movement speed without provoking opportunity attacks. If you chose also used Twinned Strike, you can choose a number of allies equal to the additional creatures hit that can see or hear you. They can use their reactions to move up to half their movement speed without provoking opportunity attacks. If you used the Pushing Strike option, creatures hit have disadvantage on their next attack roll.

You and any allies you chose gain a +1 bonus to their AC until the start of your turn when you use this feature at level 14.

Distant Strike

When you make a melee attack roll, you can spend 1 Sorcery Point to give it a range of 30ft. Additionally, if you use the Pushing Strike Melee Magic option, they are pushed twice the distance.

When you reach level 14 in this class, all of your melee attack rolls this turn get a range of 30ft when you use this option.

Empowered Strike

When you roll damage for a melee attack, you can spend 1 Sorcery Point to reroll any number of its damage die of your choice, and you must use the new rolls.

This option adds an additional 2d6 damage of the attack's damage type when you reach level 14 in this class.

Pushing Strike

When you hit a creature with a melee attack, you can spend 1 Sorcery Point to force it to make a Dexterity saving throw. On a failed save, it's pushed back 10ft. If it collides with a wall or other big enough object, it takes an additional 2d6 Bludgeoning damage, and can crash through it (if the DM allows it). If you are using the Elemental Strike feature, the bludgeoning damage becomes the damage type chosen instead.

At Sorcerer level 14, they're pushed back 15ft on a failed save and the damage taken from colliding is increased by 1d6.

Quickened Strike

You can spend 2 Sorcery Points to make an attack as a bonus action.

This attack is made with advantage when you reach 14th level in this class.

Seeking Strike

If you roll an attack roll with a melee attack and miss, you may spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

At Sorcerer level 14, you score a critical hit with the new roll on a 18, 19, and a 20. 

Twinned Strike

When you hit a creature with a melee attack roll, you can expend 1 Sorcery Point to choose an additional creature within 10ft it. If your attack roll would've beaten the creature's AC, it takes damage equal to your Charisma modifier. If you use another Melee Magic option, such as Shoving Strike, it applies to all creatures hit, instead of just the initial one.

At sorcerer level 14, you can choose two creatures rather than one. 

Level 6: Extra Attack

You can make two attacks instead of one when you take the attack action on each of your turns. Additionally, when you roll a critical hit, you regain one sorcery point.

Level 6: Elemental Strike

As a bonus action, you can spend 1 Sorcery Point to choose a damage type out of Acid, Cold, Fire, Lightning, Poison, Thunder. For the next minute, or until you dismiss it (no action required), your melee weapon attacks deal damage of that type instead of their ordinary type.

Level 18: Innate Melee

When you use your Innate Sorcery feature, you gain the following benefits.

  • You score a critical hit on a 19 and a 20.
  • When you take the Magic action on your turn, you can make one melee attack. 
  • You can use three Melee Magic options instead of two.
  • If you use a Meta Magic option, you have advantage on your next melee attack.

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