Base Class: Sorcerer
A source of mystical power most often referred to as the Weave, this energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Now and again, one of the descendants of these magical warriors manifests a prodigious amount of arcane with little in the ways of training or asceticism.
Level 3: Sorcerous Fortitude
Beginning at 3rd level, your arcane origin protects you from harm. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. While you are wearing no armor and not wielding a shield, Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Sorcerous Spellstrikes:
When you choose this origin at 3rd level, you learn the secret of infusing your unarmed attacks with magical arcane. You gain the following benefits when you aren't wearing armor:
- You can use your Charisma instead of Strength for attack and damage rolls of your unarmed strikes.
- You can roll a d6 in place of the normal damage of your unarmed strikes. At 6th level, your strikes use a 1d8 for damage and 1d10 at level 14.
- Your unarmed strikes count as weapons worth at least 1sp for the purpose of spell casting.
Level 3: Arcanic Spells
When you reach a Sorcerer level specified in the Arcane Fist Spells table, you thereafter always have the listed spells prepared. (Note that the spells marked with an asterisk have to be added manually to your sheet)
| Sorcerer Level | Spells |
|---|---|
| 3 | Burning Hands, Feather Fall, Misty Step, Rime's Binding Ice* |
| 5 | Lightning Bolt, Wind Wall |
| 7 | Freedom of Movement, Arcane Eye |
| 9 | Far Step*, Steel Wind Strike* |
Level 6: Sorcerous Barrage
At 6th level, you may imbue your fists with magical energy, and choose to deal fire, lightning, force or cold damage instead of bludgeoning. Additionally, your unarmed strikes deal an additional 1d8 damage of the chosen damage type. Once per turn, you can spend two sorcery points to perform one of the techniques listed below based on the damage type of your unarmed strikes:
- Force Burst: Your strikes hit with a burst of wind, forcing them to make a Strength saving throw equal to your Spell Save DC to resist. On a failed save, the target is knocked prone.
- Lightning Zap: Your strikes zap your enemies with a burst of electricity, causing them to make Constitution saving throw equal to your Spell Save DC to resist. On a failed save, the target is stunned until the start of your next turn.
- Flame Fist: Your fiery strikes burn the target, causing them to take 2d8 fire damage at the start of their turn until the creature has taken an action to douse the flame.
- Frostbite: Your icy blows leaves the target feeling as though they're encased in ice, reducing their movement by 10 feet and preventing them from taking reactions until the start of their next turn.
Whenever you hit a creature with a cantrip attack or when a creature fails a saving throw against one of your spells and cantrips, you can expend one sorcery point to instantly move up to half your speed without provoking attack of opportunity and make an unarmed strike as a bonus action.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, once per turn, when your unarmed strike hits a target, you may expend one spell slot (1st level or higher) to deal an extra 2d4 damage equal to the spell slot level in fire, force, cold or lightning damage from the attack. If you use a spell slot higher than 1st level, the damage increases by an additional 2d4 per spell level beyond 1st.
Level 14: Arcana Defense
At 14th level, You can imbue yourself with a shimmering shield of arcane. Upon entering combat, you can expend 5 sorcery points and roll an Arcana check, giving THP equal to the total rolled to yourself. This THP lasts for a minute. You may spend 3 more sorcery points as a bonus action to replenish the THP.
Level 18: Arcanic Apetheosis
At 18th level, you gain the ability enter a transcendent combat state. For the next minute, you magically radiate a transparent, 20-foot-radius aura, as your fists begin to glow. When you activate this feature, you gain the following benefits:
- You gain resistance to cold, fire, force or lightning damage (chosen by the caster at the time of casting)
- You gain a magical flight speed. This flight speed is equal to your walking speed. If you already have a flight speed, your flight speed is instead doubled.
- You can make three unarmed strikes instead of two whenever you take the Attack action on your turn.
- Your unarmed strikes deal an additional 2d8 damage, instead of 1d8 when using Sorcerous Barrage on your turn.
Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to unleash this arcane power again.
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Posted Nov 6, 2025Monks if they locked tf in: