Base Class: Sorcerer
Your innate arcane power originates from a God of War. Your power allows you to weave arcane will as an extension of your weapon, granting you the ability to stand toe-to-toe with foes while bolstering your allies on the front lines.
Level 3: Training of the Frontline
You gain proficiency with Light and Medium Armor, Shields, and Martial Weapons
Level 3: Arcane Warrior
You can use a weapon as a spellcasting focus for your Sorcerer spells. When you attack with a weapon, you can use Charisma instead of Strength or Dexterity for the attack and damage rolls.
Level 3: Arcane Tether
Your magic binds your allies to your tactical will. When you activate your Innate Sorcery feature, you automatically tether yourself to a number of willing allies within 30 feet equal to your Charisma modifier (minimum of one). The tether lasts for the duration of your Innate Sorcery or until the ally is more than 30 feet away.
Level 3: Arcane Bolster
While a tether is active, when a tethered ally misses an attack roll or fails a Saving Throw, you can use your Reaction and spend 1 Sorcery Point to roll a 1d4 (increased to 1d6 at level 14) and add the result to their total. If that d20 check still fails, the Sorcery Point is refunded.
War-Inscribed Spells
The following spells are always prepared for you and do not count against your number of prepared spells.
| Sorcerer Level | Spells |
| 3rd | Shield, Flame Blade |
| 5th | Haste, Sending |
| 7th | Freedom of Movement, Fire Shield |
| 9th | Bigby’s Hand, Hold Monster |
Level 6: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer Cantrips in place of one of those attacks.
Level 6: Infused Edge
While your Innate Sorcery is active, once per turn when you hit a creature with a weapon attack, you can:
- Deal bonus Force damage equal to 2d4.
- Spend 1 Sorcery point to double the bonus Force damage.
- Spend 1 Sorcery Point to force the target that is Large or smaller to make a Strength Saving Throw or be pushed up to 15 feet
- Spend 1 Sorcery Point to teleport one tethered ally up to 15 feet to an unoccupied space you can see
Level 14: Indomitable Presence
While your Innate Sorcery is active, you have Resistance to Bludgeoning, Piercing, and Slashing damage.
Level 14: Shared Fervor
While your Innate Sorcery is active, you and your tethered allies deal extra Force damage equal to your Charisma modifier once per turn when hitting with an attack.
Level 18: Ascended Trance
Your Innate Sorcery now lasts for 10 minutes. While active, you are immune to the Stunned, Paralyzed, and Frightened conditions.
Level 18: Sorcerous Reflex
While Innate Sorcery is active, you can take a second Reaction each round, provided that the second Reaction is used for your Arcane Tether feature.
Level 18: Unyielding Conduit
When you roll for Initiative and have no Sorcery Points remaining, you regain 4 Sorcery Points.
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