Base Class: Sorcerer
The lands are divided. Set ablaze by warring factions whose battles scorch the earth, ruining it for years to come. On the eve great conflict, a child is born. One who will bring balance to a land that has degraded into chaos.
It is said that through battle one finds their true identity. For the Warborn, this statement becomes a matter of fact.
Level 3: Sorcerous Surge
As a Bonus Action, you can enter a Sorcerous Surge, provided you aren't wearing armor or using a shield. You may activate your Innate Sorcery feature as part of the same Bonus Action.
While your Surge is active, you gain the following benefits.
Magical Durability. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Arcane Strikes. You may add your Charisma modifier (minimum of +1) to the damage of your melee weapon attacks.
Hyperfocus. You may add your Strength modifier to all Constitution Saving Throws to maintain concentration.
You can invoke Sorcerous Surge a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
The Sorcerous Surge lasts for 1 minute and ends early if you have the Incapacitated condition or if you don any Armor or a Shield. You can dismiss the Sorcerous
Surge at any time (no action required).
Activate Sorcerous Surge
Activate your Sorcerous Surge feature.
Level 3: Fierce Combatant
You gain proficiency with all Melee Martial weapons that have the Two-Handed property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Sorcerer spells.
While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Strength modifiers.
You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Deception.
Acrobatics
You gain proficiency in Acrobatics.
Athletics
You gain proficiency in Athletics.
Deception
You gain proficiency in Deception.
Intimidation
You gain proficiency in Intimidation.
Level 6: Arcane Strike
Once on each of your turns when you hit a creature with a weapon attack, you can cause that attack to deal an additional 1d8 Force damage. This damage is increases to 2d8 at level 14.
Level 14: Dual Prowess
After you cast a spell that has a casting time of an action, you may make one Attack with a Melee Weapon as a Bonus Action.
Level 18: Unrivaled Power
During a Sorcerous Rage, you can cause yourself to succeed on one saving throw. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.
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