Sorcerer
Base Class: Sorcerer

Magic does not merely answer your call—it flows through you. Your muscles, nerves, and breath are conduits for raw arcane power. Rather than shaping spells at a distance, you force magic through your own body, reinforcing flesh, accelerating motion, and turning physical combat into an extension of spellcasting itself.

Arcane Circulation

As a bonus action, you may spend 1 or more sorcery points to activate Arcane Circulation, choosing one Channel listed below. Arcane Circulation lasts for 1 minute, until you are incapacitated, or until you end it as a bonus action.

Once activated, the chosen Channel cannot be changed unless you end Arcane Circulation and activate it again, spending sorcery points anew.

You can cast spells normally while Arcane Circulation is active. 

Channels

Choose one Channel when you activate Arcane Circulation:

Reinforcement

Magic fortifies your body.

  • You gain a +1 bonus to AC for each sorcery point spent
  • You gain temporary hit points equal to your sorcerer level when this Channel begins

Acceleration

Magic sharpens reflex and motion.

  • Your movement speed increases by 10 feet for each sorcery point spent
  • Opportunity attacks against you are made with disadvantage

Impact

Magic condenses into explosive force.

  • Once per turn, when you hit a creature with a weapon attack, you deal extra force damage equal to the number of sorcery points spent
  • Your weapon attacks count as magical for overcoming resistance and immunity

 

Circulatory Adept

While Arcane Circulation is active:

  • You have advantage on Constitution saving throws to maintain concentration

  • You may use Charisma instead of Strength or Dexterity for attack and damage rolls with unarmed strikes.

You gain additional spells when you reach certain levels in this class, as shown below. These spells count as sorcerer spells for you and do not count against your number of spells known.

Sorcerer Level Spells
1st jump, longstrider
3rd enhance ability, kinetic jaunt
5th haste, protection from energy
7th freedom of movement, stoneskin
9th steel wind strike, skill empowerment

Arcane Flow

You gain the Extra Attack feature: you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, while Arcane Circulation is active, you gain a benefit based on your chosen Channel:

Arcane Flow Effects

Reinforcement — Stabilized Casting

When you take the Attack action, you gain advantage on Constitution saving throws until the start of your next turn.

Acceleration — Fluid Motion

When you take the Attack action, you may replace one of the attacks with a cantrip that has a casting time of 1 action and targets only one creature.

Impact — Momentum Transfer

Once per turn, when you hit a creature with a unarmed strike, you add force damage equal to your Charisma modifier.
If both attacks hit the same creature on your turn, that creature has disadvantage on the next saving throw it makes before the end of your next turn.

Instinctive Circulation

While Arcane Circulation is active, you gain an automatic reaction based on your chosen Channel.
Each reaction can be used once per round and does not cost sorcery points.

Reinforcement — Reflexive Hardening

When you take damage that would reduce you below half your maximum HP:

  • Reduce the triggering damage by an amount equal to your Charisma modifier + the sorcery points committed
  • Until the start of your next turn, you gain resistance to all damage

Acceleration — Emergency Displacement

When you fail a Dexterity saving throw or are targeted by an attack:

  • You may move up to half your movement speed without provoking opportunity attacks
  • If this movement causes the attack to miss or the save to succeed, the effect is negated

 Impact — Violent Rebound

When a creature hits you with a melee attack:

  • That creature takes force damage equal to your Charisma modifier
  • You gain advantage on your next attack roll against that creature before the end of your next turn

Overcurrent State

As a bonus action, you may enter an Overcurrent State for 1 minute.
You must already have Arcane Circulation active.

Once per long rest.

While in Overcurrent State:

  • You gain one additional effect from your current Channel’s physical benefits
  • When you cast a spell, you may spend 1 sorcery point to treat the spell as if it were cast using a slot one level higher (max 5th)

Overcurrent Enhancements

Reinforcement — Absolute Density

  • You are immune to nonmagical bludgeoning, piercing, and slashing damage
  • You cannot be knocked prone or moved against your will

Acceleration — Untouchable Motion

  • Attacks against you have disadvantage
  • You may move up to 10 ft at the start of every creature’s turn (no reaction required)

Impact — Singular Force

  • Your bonus damage applies to every hit, not once per turn
  • When you reduce a creature to 0 HP, you may immediately move up to your speed and make one attack

Burnout

When Overcurrent State ends:

  • Your Arcane Circulation immediately ends
  • You gain 1 level of exhaustion
  • You cannot activate Arcane Circulation again until you finish a short or long rest

 

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