Base Class: Sorcerer
Being a Sorcerer can feel like a horrible curse. So much power and responsibility thrust upon someone who may not be worthy and/or capable enough to use it, and said power is raw magic the Sorcerer may not even know the origins of. Where the Meditating Soul Sorcerer got their magic from does not matter to them. They just wish to be in control of their powers, so they may have turned to the guidance of a Monk to learn how to tame the untamable inside them. Whether some villagers asked a traveling Monk to look after their mysterious magic orphan or the Sorcerer traveled to a well known monastery for help understanding their gifts, they have learned to channel their power as if it was ki, and in doing so, they have unlocked powers and abilities that their bloodline have never seen before.
This Sorcerer Subclass is designed for those who wanted to make a Sorcerer/Monk multiclass but were discouraged by the incompatibility of ki and sorcery points despite being so similar.
WIP (Please leave feedback)
I don't quite get how to get these abilities to work for D&D Beyond characters, but all of the mechanics have been written down.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.
- You can use a martial arts damage die in place of the normal damage of your unarmed strikes based on your level. (1st-4th: 1d4, 5th-10th: 1d6, 11th-16th: 1d8, 17th-20th: 1d10).
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
Dodge Duck Dip Dive Dodge
Starting at 1st level, you can use a bonus action on your turn to take the dodge action immediately before or after you cast a spell of 1st level or higher.
Monastic Training
At 1st level, you gain proficiency in one skill on the monk skill list.
Arcane-Empowered Strikes
At 6th level the damage type of your unarmed strikes becomes the damage type of the most resent spell you finished casting. If the most resent spell you cast does not have a damage type then you can count your unarmed strikes as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. If the most resent spell you cast dealt multiple different damage types then you can choose one of those damage types as the damage of your unarmed strikes. Your unarmed strikes continue to use your most resent spell’s damage type until it has been 24 hours since you last cast a spell, you enter an antimagic field, or when you finish a long rest.
For example, the spell “Chromatic Orb” will cause your unarmed strikes to deal the same damage type as the damage type you chose for chromatic orb. The spell “Hunger of Hadar” deals both cold and acid damage, so you choose once the spell is cast if your unarmed strikes deal cold or acid damage from then on. The spell “Detect Magic” will cause your unarmed strikes to deal magical bludgeoning damage.
Meta-Ki
At 6th level you gain the following new uses for your chosen metamagic:
- Careful Spell: If you make an unarmed strike targeting a hostile creature, you can spend 1 sorcery point to take the disengage action as a free action this turn.
- Distant Spell: If you would make an unarmed strike, you can spend 1 sorcery point to fire a magical bolt out of your punch or kick thus extending your unarmed attack’s range to 30ft.
- Empowered Spell: When you hit an unarmed strike, you can spend sorcery points (3 max) to add an extra martial arts die to the damage roll for each sorcery point spent.
- Extended Spell: When you are reduced to 0 hit points, you can spend 2 sorcery points (no action required) to have 1 hit point instead.
- Heightened Spell: When you hit an unarmed strike on a creature, you can spend 3 sorcery point to give the target disadvantage on their next saving throw until the start of your next turn.
- Quickened Spell: You can spend 1 sorcery point to make an unarmed strike as a bonus action.
- Subtle Spell: When you make a Dexterity (slight of hand) check, you can spend 1 sorcery point to add your proficiency for that check (if you already have proficiency in the skill slight of hand then your proficiency bonus is doubled for that check).
- Twined Spell: When you use your action or bonus action to make an unarmed attack, you can spend 1 sorcery point to attack twice, instead of once, for that action or bonus action.
Mastery of Body
At level 14 you gain the following abilities:
- You add 10ft to your walk speed.
- You gain proficiency in Dexterity saving throws.
- When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Mastery of Soul
At level 18 you gain the following abilities:
- You suffer none of the frailty of old age, and you cannot be aged magically.
- You gain immunity to disease, the charmed condition, the frightened condition, and the poisoned condition.
- You gain blindsight with a range of 60ft.
Previous Versions
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2/29/2020 8:18:03 PM
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