Base Class: Sorcerer
Martial Aftershock Sorcerers do not allow their magic to end when a spell is cast. Instead, the lingering force of their sorcery remains within them, clinging to their weapons and waiting to be released through close-quarters combat.
These Sorcerers combine innate magic with martial instinct, using Charisma to guide their attacks and carrying the residual damage of their spells into melee strikes. Their fighting style rewards a constant rhythm of casting, closing distance, and striking, with each spell becoming fuel for the next attack.
As their power grows, Martial Aftershock Sorcerers become increasingly difficult to pin down, using arcane momentum to defend themselves, counterattack, and seamlessly weave spellcasting and weapon combat into a single devastating flow.
Hex Warrior
hex
Level 3: Arcane Armament
Your innate magic guides your weapon strikes with the same force of personality that fuels your spells.
You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of melee weapon attacks you make with weapons you are proficient with.
When using this feature on D&D Beyond, the weapon must be designated as your Hex Weapon for the character sheet to apply your Charisma modifier correctly.
To enable Arcane Armament on a weapon:
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Open the weapon on your character sheet.
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Enable the Hex Weapon option for that weapon.
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Once enabled, D&D Beyond will use your Charisma modifier in place of the weapon’s normal Strength or Dexterity modifier for both its attack roll and damage roll.
Only weapons designated as your Hex Weapon receive this benefit on the D&D Beyond character sheet. If you switch to a different melee weapon, designate that weapon as your Hex Weapon before using Arcane Armament with it.
The Hex Weapon designation is used only as a D&D Beyond implementation method for Arcane Armament; it does not grant any additional Hexblade or Warlock features beyond allowing the weapon to use Charisma for its attack and damage rolls.
Level 3: Spellbound Strike
When you deal damage with a melee weapon attack, you can infuse the attack with the residual power of the last damaging spell you cast, including a cantrip.
The attack deals its normal weapon damage, plus additional damage equal to one base damage roll of that spell. If the spell was cast using a higher-level spell slot, use the damage dice listed for the spell at its lowest possible spell level, ignoring any additional damage gained from upcasting.
If the spell deals more than one separate pool or type of damage, choose one of those damage rolls to use for Spellbound Strike. The additional damage uses the same damage type as the chosen damage roll.
Cantrips use the damage they deal at your current character level.
You can use this feature once per turn.
When you cast another damaging spell, the stored spell damage is replaced by the new spell’s damage. You can store only one spell’s damage at a time, and the stored damage is lost when you finish a Long Rest.
The additional spell damage dice from this feature are not doubled on a Critical Hit.
Level 3: Martial Attunement
Your innate magic has adapted to close-quarters combat, allowing you to wield weapons with unusual precision and instinct.
You gain proficiency with Simple Weapons and Martial Weapons.
You also gain the following Weapon Masteries:
- Rapier — Vex
- Scimitar — Nick
You can use these mastery properties while wielding the associated weapons.
Level 3: Arcane Guard
Your magic reinforces your defenses and prepares you for close-quarters combat.
You gain the Lightly Armored feat.
Level 6: Arcane Follow-Through
When you use Spellbound Strike, you can move up to 10 feet without provoking Opportunity Attacks from the creature you hit.
You also gain a +2 bonus to AC until the start of your next turn.
Level 14: Arcane Counterflow
When you use Spellbound Strike, a portion of the spell’s residual energy remains within you. After the attack resolves, roll one of the spell’s damage dice and store the result until the end of your next turn.
While you have this stored energy and your Arcane Follow-Through AC bonus is active, if a creature within your reach misses you with a melee attack, you can use your Reaction to make one melee weapon attack against that creature.
If the attack hits, you can add the stored damage to the attack, using the same damage type as the spell that created it.
You can use this feature a number of times equal to your Charisma modifier per Long Rest.
Level 18: Arcane Convergence
When you cast a spell with a casting time of 1 Action, you can make one melee weapon attack as a Bonus Action.
If the spell dealt damage, it immediately becomes the stored spell for your Spellbound Strike feature, allowing the Bonus Action attack to benefit from Spellbound Strike if you haven’t already used that feature on the current turn.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
In addition, when you use Spellbound Strike, you can reroll any of its additional spell damage dice that roll a 1. You must use the new rolls.
Previous Versions
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9/24/2026 8:03:30 AM
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