Sorcerer
Base Class: Sorcerer

A martial subclass for Sorcerer focused on single-hit damage and use of smites.

Level 3: Primordial Sword Spells (Lvl. 3)

When you reach a Sorcerer level listed in the following table, you always have the corresponding spells prepared.

Level 

Spells

3

Thunderous Smite, Searing Smite, Shining Smite, Absorb Elements

5

Blinding Smite, Elemental Weapon

7

Staggering Smite, Stoneskin

9

Banishing Smite



Level 3: Elemental Storm (Lvl. 3)

You gain the training necessary to use Martial Weapons, light armour, and shields.

While your Innate Sorcery feature is active, you channel the raw primordial components of the world to gain the following effects: 

  • Once per turn, when you make an attack roll with a melee weapon, you can choose to deal either its type or Thunder, Fire, Lightning, Cold, Radiant, or Necrotic damage. If you alter the damage type in this manner, you can give yourself a bonus to hit equal to your Charisma modifier once per turn, and replace the Strength or Dexterity damage modifier with your Charisma modifier.
  • You have Disadvantage on Dexterity (Stealth) checks, but have Advantage on Charisma (Intimidation) and Strength (Athletics) checks.

Innate Sorcery now ends if you equip Medium or Heavy armor, as they disrupt the flow of elements through your body.

Level 6: Whirling Surge (Lvl. 6)

The elements swirl around you, granting you additional benefits. While your Innate Sorcery feature is active, you can use your Whirling Surge once per round. When you do so, choose one of the following options.

  • When you hit a creature with a melee weapon attack, you can deal an additional d10 Thunder, Fire, Lightning, Cold, Radiant, or Necrotic damage (your choice). This damage is not multiplied by a critical hit.
  • When targeted by an attack roll, you can use a reaction to impose Disadvantage on that attack roll.

 

Level 14: Discombobulate (Lvl. 14)

If, on your turn, you deal 3 separate types of elemental damage to a single creature, you can spend a Sorcery Point to discombobulate that creature. Choose one of the types dealt. That creature will suffer vulnerability to that type of damage until the start of your next turn.

*Elemental damage is any damage type that is not Slashing, Piercing, Bludgeoning, or Force damage.

Level 18: Elemental Vortex (Lvl 18.)

If you deal 3 different types of elemental damage to a single creature on your turn, and the elements match one of the following combinations, you can spend an amount of Sorcery points listed next to each option to cause the corresponding effect to take place. You can use this ability twice. One use refreshes on a short rest, and you regain all uses on a long rest.

*You cannot use this ability and Discombobulate on the same turn.

All saves for these abilities equal your spell save DC.

  • (1 SP) Thunder-Lightning-Cold (Storm): Summon a dark cloud that hovers above your head, striking foes with lightning in response to attacks. Until the end of your next turn, a creature that successfully damages you must make a Dex save. On a failure, they take 3d8 Lightning damage and suffer the Shocked condition until the end of your next turn. On a success, they take half damage only.
  • (1 SP) Lightning-Fire-Radiant (Sun): A searing, or invigorating light, depending on your perspective. Roll 6d8. You can either force a creature within 15 ft. to make a Con saving throw or take Radiant damage equivalent to the total, or gain a pool of Temporary Hit points equal to the total, which can be distributed to any allies within 15 ft. at any time until the end of your next turn.
  • (1 SP) Thunder-Cold-Necrotic (Rain): Wind and water swirls around you, warding away strikes. Attack rolls against you are made with Disadvantage until the end of your next turn.
  • (2 SP) Necrotic-Radiant-Lightning (Polarity): Opposite elements and added energy cause a forceful blast to be released. All creatures of your choice within 30 ft. of you are pushed 30 ft. away from you and take 4d12 Thunder damage. All creatures Large or smaller that are affected must make a Dexterity save or suffer the Prone condition.
  • (2 SP) Necrotic-Thunder-Fire (Death): The creature you hit must make a Con save. On a failure, it takes 5d8 Necrotic damage and suffers the Blinded condition for 30 seconds. On a success, it takes half damage only. It repeats the save at the end of each of its turns. On a failure, it takes an additional 1d8 damage. On a success, the effect ends.
  • (2 SP) Radiant-Fire-Cold (Hope): All allies within 30 ft. of you, including yourself, gain a +2 bonus to STR, CON, DEX saves and AC for 2 turns, ending at the end of your second turn.

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