Sorcerer
Base Class: Sorcerer

Your magic manifests as unstable kinetic energy that you can store inside objects before unleashing it in explosive bursts. Whether the result of planar energy, wild arcane experimentation, or a strange magical mutation, your power allows you to charge objects with volatile magic and hurl them as devastating projectiles.

Sorcerers of this origin often develop a flair for dramatic combat—fighting with cards, daggers, coins, or anything else they can throw. Their magic is flashy, unpredictable, and dangerously effective.

Kinetic Charge

3rd-level Arcane Charged Soul feature

You can infuse small objects with explosive arcane energy.

As a bonus action, you may charge a small object you are holding (cards, coins, daggers, stones, etc.). The next time you throw that object as part of an attack before the end of your turn:

  • The attack deals extra force damage equal to 1d6 + your Charisma modifier.

  • The object detonates in magical energy after hitting.

If the attack misses, the charged object explodes at the point of impact with the environment.

You may use this feature a number of times equal to your proficiency bonus per long rest, or expend 1 sorcery point to use it again.

You also gain proficiency with playing cards, darts, and daggers if you don’t already have them.

Lucky Draw

Starting at 3rd level, power favors your fortune. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Trickster’s Aim

6th-level Arcane Charged Soul feature

Your mastery of kinetic magic allows you to guide your thrown attacks.

When you make a ranged attack with a thrown weapon or charged object, you gain the following benefits:

  • You may use Charisma instead of Dexterity for attack and damage rolls.

  • Your thrown weapons gain +30 ft to their normal range.

  • When you deal damage with Kinetic Charge, creatures within 5 ft of the target take force damage equal to your Charisma modifier.

You also learn the Catapult spell if you don’t already know it, and it does not count against your spells known.

Volatile Infusion

14th-level Arcane Charged Soul feature

You can supercharge objects with dangerous arcane power.

When you use Kinetic Charge, you may spend 2 sorcery points to empower it. If you do:

  • The damage increases to 3d6 force damage.

  • The explosion radius increases to 10 ft.

  • Creatures in the area must make a Dexterity saving throw against your spell save DC or take the full damage.

You can also charge multiple objects at once equal to your Charisma modifier (minimum 1). They remain charged for 1 minute or until thrown.

Master of Kinetic Destruction

You can turn almost any object into a devastating magical projectile.

As an action, you can charge a Large or smaller unattended object within 30 ft and cause it to rocket toward a target you can see within 120 ft.

  • The target must make a Dexterity saving throw.

  • On a failure, it takes 8d6 force damage and creatures within 10 ft take 4d6 force damage.

  • On a success, the target takes half damage.

Additionally, whenever you roll max damage on your Kinetic Charge dice, you regain 1 sorcery point.

Once you use this feature, you must finish a long rest before using it again.

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