Sorcerer
Base Class: Sorcerer

Descended from ancient primordials, your blood sings a song of battle and destruction. You are most at home in the fray, brandishing a weapon infused with your own elemental power and driving your enemies before you in a storm of sword and sorcery.

Born for Battle

You gain proficiency with light armor, medium armor, shields, and martial weapons.

 

Elemental Infusion

You can infuse your weapon with a portion of your elemental power. This ability is a ritual which takes 15 minutes to complete. Once complete, its effects last until the end of your next long rest, and you cannot perform it again until you complete a long rest.

Choose a weapon and an elemental damage type from the following list: cold, fire, lightning, or acid. The chosen weapon becomes your infused weapon, and all damage you would deal with the chosen weapon is of the chosen type. In addition, your infused weapon counts as an arcane focus or you, and you gain a bonus to damage rolls with your infused weapon equal to your Sorceror level.

Expanded Metamagic

In addition, you gain access to the following list of metamagic features, which you may select from whenever you have the opportunity to acquire new metamagic:

Primordial Vigor - 1 sorcery point
Gain temporary hit points equal to your charisma modifier plus your sorcerer level.

Titan Step - 1 sorcery point
Teleport up to 30 feet to a location you can see, either before or after the spell is cast.

Will of Fire - 1 sorcery point
You automatically pass concentration checks to maintain this spell, and enemies who try to counter or dispell it roll with disadvantage.

Forceful Breath - 1 sorcery point
Creatures within 5' of you must make a constitution save or be pushed 15" directly away from you. Choose whether this happens before or after the spell is cast.

Guided Strike: 1 sorcery point
The next weapon attack you make before the end of you next turn has advantage.

Flowing Footwork: 1 sorcery point
You may take the dodge action as a bonus action this turn.

Ride the Wind: 1 sorcery point
Until the end of your next turn, you have a flight speed equal to your speed.

Ride the Wind: 1 sorcery point
Until the end of your next turn, you have a flight speed equal to your speed.

Arcane Strike

When you cast a spell, you may spend a sorcery point. If you do, you may make a single weapon attack with your infused weapon either before or after you cast the spell.

Improved Infusion

You gain +1 to attack rolls with your infused weapon. This bonus increases to +2 at level 14 and +3 at level 18. In addition, you may spend a sorcery point as a bonus action to select a new elemental damage type for it (from the same list).

Arcane Assault

When you use your Arcane Strike feature, you may make two weapon attacks instead of one. Choose for each whether it takes place before or after the spell is cast.

Signature Infusion

Choose an elemental damage from the following list: Force, Psychic, Radiant, or Necrotic. Add the chosen damage type to the list of damage types you can choose from when infusing your weapon.

Primordial Tempest

When you use your Arcane Strike feature, choose any number of creatures you can see within 30ft of you. Each chosen creature takes damage equal to your sorcerer level. This damage is of the type that you last selected for your infused weapon.

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