Base Class: Sorcerer
Mystic Duelists are sorcerers who refuse to stand idle behind the front lines. Born with innate arcane power, they shape their magic not into distant blasts but into precise, disciplined combat techniques. Through relentless training, they learn to infuse every movement with spellcraft—each step a ward, each strike a weaving of raw arcane force.
These warriors channel magic through their blades as naturally as they draw breath. Their metamagic augments their reflexes, sharpens their strikes, and turns the clash of combat into a seamless dance of steel and spell. Whether dueling a single foe or carving a path through chaos, Mystic Duelists embody the perfect fusion of sorcery and martial mastery.
Level 3: Arcane Armament
You are no longer a mere wielder of magic—you are a fusion of steel and sorcery. Your weapons hum with arcane resonance, and your armor feels like an extension of your will.
Arcane Strain (Optional Rule)
Your body and mind were never meant to channel both blade and spell in perfect harmony. When you draw upon your innate sorcery to empower your strikes, the weave around you becomes turbulent, resisting your attempts to shape it into spells.
Whenever you attempt to cast a Sorcerer spell while innate sorcery is active, you must succeed on an Arcana check [DC = 5+Spell Level] to maintain control of your magic.
- On a success: The spell is cast normally.
- On a failure: The spell fizzles, and the spell slot is expended without effect.
Optional Adjustment: You may allow the sorcerer to spend 1 sorcery point to gain advantage on this Arcana check, representing extra effort to stabilize their magic.
Sorcerous Armament
You gain proficiency with light armor, medium armor, and martial weapons.
Spellbound Armory
You can use any weapon you are holding as a spellcasting focus for your Sorcerer spells. In addition, when you make a weapon attack, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Level 3: Spellweave
Your magic doesn’t just flow—it dances. Every movement of your blade is a thread in a tapestry of sorcery, weaving spells into the rhythm of combat.
Your innate magic flows through your blade work. You gain two Spellweave options, which you can activate by spending Sorcery Points while using your innate sorcery ability. You can use only one Spellweave option per turn unless a specific option states otherwise.
Whenever you gain a level in Sorcerer, you may replace one of your known Spellweave options with a different one. You gain one additional option at 10th level and another at 14th level
| Extended Strike | You can use this extra attack only once per turn. Melee: When you hit a creature with a melee weapon attack, you can spend 1 Sorcery Point to make an additional melee attack against a second creature within 5 feet of the first target and within your reach. On a hit, the second creature takes the weapon’s normal damage, but you do not add your ability modifier to this damage unless that modifier is negative. Ranged: When you hit a creature with a ranged weapon attack, you can spend 1 Sorcery Point to make an additional ranged attack against a second creature within 5 feet of the first target and within your line of sight. On a hit, the second creature takes the weapon’s normal damage, but you do not add your ability modifier to this damage unless that modifier is negative. |
| Seeking Attack | If you make an attack roll and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Attack even if you’ve already used a different Spellweave option during your turn. |
| Arcane Shove | When you hit a creature with a weapon attack, you can spend 2 Sorcery Points to unleash a surge of force through your strike. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + the ability modifier used for the attack). On a failed save, the creature is knocked prone. |
| Transmuted Attack | When you hit with a weapon attack that deals piercing, bludgeoning, or slashing damage, you can spend 1 Sorcery Point to change the damage type to one of the following: Acid, Cold, Fire, Lightning, Poison, or Thunder. You can use Transmuted Attack even if you’ve already used a different Spellweave option during your turn. |
| Arcane Repulse | When you hit a creature with an attack, you can spend 2 Sorcery Points to unleash a surge of magical force. The target, if Large or smaller, is pushed up to 10 feet directly away from you. |
| Arcane Sap | When you hit a creature with an attack, you can spend 2 Sorcery Points to sap its strength with a surge of magic. The target has disadvantage on its next attack roll before the start of your next turn. |
| Arcane Slow | When you hit a creature and deal damage, you can spend 1 Sorcery Point to reduce its speed by 10 feet until the start of your next turn. |
| Arcane Vex | When you hit a creature and deal damage, you can spend 2 Sorcery Points to gain advantage on your next attack roll against that creature before the end of your next turn. |
Level 6: Arcane Flourish
Your mastery of both blade and spell allows you to weave martial strikes and arcane power into a seamless dance. Each swing of your weapon hums with latent magic, and every incantation flows like a second heartbeat
Extra attack
When you take the Attack action on your turn, you can make two attacks instead of one. You can replace one of those attacks with casting a cantrip that has a casting time of 1 action.
In addition, while your Innate Sorcery feature is active, you can bolster your defenses with arcane power.
When you make a Strength, Dexterity, or Constitution saving throw, you can use your Reaction to spend Sorcery Points and add the number of points spent to the roll (maximum number of sorcery points equal to your proficiency bonus). Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend 2 Sorcery Points to use it again.
Sorcerous Guard
While your Innate Sorcery feature is active, you can bolster your defenses with arcane power. When you make a Strength, Dexterity, or Constitution saving throw, you can use your Reaction to spend Sorcery Points and add the number of points spent to the roll (maximum number of sorcery points equal to your proficiency bonus). Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend 2 Sorcery Points to use it again.
Level 14: Arcane Mastery
Your magic does not simply reside within you—it courses through your muscles, your reflexes, and the very rhythm of your heartbeat. When your Innate Sorcery flares to life, each spell you cast sends a surge of arcane momentum through your body. This momentum lingers for a heartbeat, sharpening your instincts and guiding your movements with supernatural precision.
Modified Extra Attack
While your Innate Sorcery feature is active, when you take the Magic action to cast a spell with a casting time of 1 action, you can use a bonus action to make one weapon attack or to cast a cantrip.
Level 18: Arcane Resilience
When this protection manifests, your skin takes on a faint crystalline sheen, and glowing runes ripple across your armor and weapons. Each strike against you sends sparks of arcane light scattering like shards of glass.
- Arcane Aegis. You gain the benefits of the Stoneskin spell—resistance to nonmagical bludgeoning, piercing, and slashing damage—without expending a spell slot, material components, or requiring concentration. This benefit lasts while Innate Sorcery is active.
- Deflecting Ward. Once per long rest, when you are hit by a critical hit, you can treat the attack as a normal hit instead. You can expend 2 sorcery points to regain the use of this feature (bonus action required).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/14/2025 6:20:23 AM
|
36
|
1
|
1
|
Coming Soon
|
|
|
11/15/2025 2:50:02 AM
|
38
|
1
|
--
|
Coming Soon
|
|
|
11/18/2025 9:25:00 PM
|
53
|
1
|
--
|
Coming Soon
|
|
|
11/18/2025 9:29:07 PM
|
41
|
1
|
--
|
Coming Soon
|
|
|
11/18/2025 9:35:01 PM
|
41
|
1
|
--
|
Coming Soon
|
|
|
11/19/2025 3:02:34 PM
|
41
|
1
|
--
|
Coming Soon
|
|
|
11/21/2025 3:38:07 AM
|
54
|
1
|
5e 2024
|
Coming Soon
|
|
|
11/21/2025 3:45:58 AM
|
57
|
1
|
5e 2024
|
Coming Soon
|
|
|
11/21/2025 10:39:04 PM
|
59
|
1
|
5e 2024
|
Coming Soon
|







Comments