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:
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You have advantage on Constitution saving throws to maintain concentration
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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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Posted Jan 5, 2026Did not realize you cannot edit or delete once published. I will take any advice or suggestion. At the moment I am already making a new version, refined and just overall better especially interacting with the character sheet so it works better and easier to operate.