Sorcerer
Base Class: Sorcerer

Your innate magic comes from some fey or infernal magic that was mingled with your blood or the blood of your ancestors. Most often those that carry this ability never realize it, since it usually only manifests as a defense mechanism in the thick of battle. Of course, the sorcerer would have to survive the battle in order to focus on and perfect their newfound powers, which most don't. However, should they survive the encounter, the sorcerer has the potential to excel in casting spells in the thick of martial combat.

Martial Expertise

Your time spent in martial training or possibly even in battle has formed you into a someone made of hardier stock. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You gain proficiency in light armor and shields.

Acrobatics

Acrobatics

Athletics

Athletics

Arcane Bond

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain proficiency with that weapon, and you can use the bound weapon as a spellcasting focus for your sorcerer spells.
You can bond with another weapon later on by performing the ritual again. This breaks the bond you have with the weapon you are currently bound to. You can perform the ritual instantly by taking an action and expending a spell slot to bond to the weapon.

Battle Magic

Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. At level 14, this feature can be used with a spell instead of a cantrip.

Evasive Magic

At 14th level, when you use the Battle Magic feature with a cantrip, you can cast Misty Step as part of your bonus action melee attack without using a spell slot. You can use this feature a number of times equal to your Charisma modifier per long rest. If you've spent all uses, you may use this feature by expending a second level spell slot or higher or expending two sorcery points.

Empowered Blade

Beginning at 18th level, you can channel your battle magic into your weapon attacks. As part of the Battle Magic feature, you can cast the Green-Flame Blade cantrip as a bonus action, using your Battle Magic weapon attack as the material component of the spell. If you don't know it already, you learn the Green-Flame Blade cantrip, and it does not count against your sorcerer spells known. If you already know the cantrip, you can manually unlearn it and learn a different cantrip from your spell list.
You can use this feature a number of times equal to your Charisma modifier per long rest. If you've spent all uses, you may use this feature by expending a first level spell slot or higher or expending one sorcery point.

Previous Versions

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