Base Class: Sorcerer
Your ancestor was a powerful Ki user. Its energy now flows in your vein, giving your some magical abilities related to the monks' specialty.
Energy fists
You know how to strike just like your ancestor : unarmed but dangerously. Starting at 1st level, you gain proficency with unarmed strike and instead deal 1d4 bludgeoning damage on a hit. Also, you add your Charisma modifier to the attack and damage roll instead of your Strength.
Unarmored defense
Starting at 1st level, you know how to dodge attacks and spells without having to wear an armor. While wearing no armor and no shield, your AC equal 10 + Dex modifier + Cha modifier.
Way of the arcane wielder
Starting at 6th level, you learn how to channel the Ki inside you to empower your spells. When you roll damage for a spell, you can spend 2 or more sorcery point to add a damage dice to the initial damage of the spell. You add a dice for every 2 sorcery points you spend.
Fists of the magical Ki
Starting at 14th level, you can channel a mix of the magic and the Ki inside you to empower your strikes. Your unarmed strike now deal force damage and the damage dice increases to 1d6.
Extra attack
Beginning at 14th level, you cann attack twice instead of once, whenever you take the attack action.
Additionnally, when you take the attack or cast a spell action, you can spend 1 sorcery points to make an extra unarmed strike.
Monastic sorcerer
Starting at 18th level, you learn to channel Ki in a way few have ever seen. You gain resistance to force damage. Also, you can use an action to spend 5 sorcery points to create an aura of calm around you. The aura emanates 60 ft around you. This aura lasts for a number of rouund equal to half your sorcerer level.
Each ally inside the zone gains a d10 that they can add once on an attck roll, damage roll saving throw or ability check. They can do so after seeing the roll but before any effects of the roll applies. They can spend the d10 as long as they are in your aura.
Additionnally, every enemy in the zone must make a Wisdom saving throw against your spell save DC or become charmed by you for the duration of your aura. Creatures charmed this way aren't hostile anymore and they drop the weapon they are holding if they have one. They can repeat the saving throw if they take damage of if they leave the zone.
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