Sorcerer
Base Class: Sorcerer

You have tapped into a source of raw power that courses through your veins, granting you might beyond that of most mortals. Rather than arcane power coming from your soul or ancestry, your magical ability resides in your physical body and allows you to channel the power of the weave through sheer force of will.

Unarmored Defense

Your pure willpower shields you in combat. While you are not wearing armor or using a shield, your Armor Class is equal to 10 + your Dexterity Modifier + your Charisma Modifier

Powerful Delivery

Your physical strength is able to power past even magical defenses. When you cast a Sorcerer spell that requires a Melee Spell Attack, you can do so using a melee weapon (or body part that you would use for an Unarmed Strike) as a Focus, and using your Strength modifier in place of Charisma.

Casting a spell in this way does not count as a Melee Weapon attack. At 1st level the target takes no damage from the weapon itself. If you use a magic weapon or similar item that has a bonus to attack and damage rolls, the attack bonus may apply to the Melee Spell Attack, but the damage bonus does not.  The casting time of the spell does not change, and cannot be used as part of the Attack action. A spell cast in this way cannot benefit from the Twinned or Distant Spell metamagic features.

**NOTE: I have not figured out how to get DnDBeyond to adjust the modifier for melee spell attacks, so you will have to customize the bonus when you add those spells. If you know a better way to do this please leave a comment!**

 

Might Spells

You learn additional spells when you reach certain levels in this class, as shown on the Might Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

 

Sorcerer Level Spells

1st Inflict Wounds, Jump

3rd Flame Blade, Enlarge/Reduce

5th Vampiric Touch, Haste

7th Freedom of Movement, Stoneskin

9th Contagion, Telekinesis

Arcane Flex

You are strong enough to focus your arcane power back into your own body to shake off pain. As a reaction when you take damage, you may spend a number of Sorcery Points up to your level, and gain 1d8 temporary hit points per Sorcery Point spent. The triggering damage removes these temporary hit points first, before affecting your hit points. These temporary hit points last until the end of your next turn. 

You can also flex your arcane might to boost your strength or impress others. When you make an ability check that adds your Strength or Charisma score, you may spend a sorcery point to give yourself advantage on the roll.

Sorcerous Combo

Channeling your arcane strength allows you to transition smoothly into a physical attack. When you use your action to cast a Sorcerer spell, you can immediately use your bonus action to make a melee weapon attack against a creature in range.

Reality Crush

You are so strong that space and time distort around you. While under the effect of temporary hit points granted to you by your Arcane Flex feature, all attacks against you have disadvantage. Furthermore, you can focus this warped reality to crush your enemies. When you hit a target with a melee attack, you may choose a number of those temporary hit points to dispel and deal that amount of force damage to the target. You may do so more than once per turn, as long as you have temporary hit points remaining.

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