Base Class: Sorcerer
Your sorcerous powers may have come from one of a variety of sources, but you have chosen to hone not only your magical gifts, but also your martial skill. You are no squishy mage; you can put up a fight when your magic fails you.
Martial Training
Beginning at 1st level, you gain proficiency with martial weapons and with light and medium armor, as well as two melee martial weapons of your choice. Additionally, your hit point maximum increases by 1, and it increases by 1 again every time you gain a level in this class.
Fighting Style
Also at 1st level, you have adopted a particular style of fighting as your specialty. Choose one fighting style from the list available to the fighter class. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Offhand Spellcasting
Starting at 6th level, whenever you use the Cast a Spell action on your turn to cast a sorcerer cantrip, you can make one weapon attack as a bonus action. Starting at 18th level, whenever you use the Cast a Spell action on your turn to cast a sorcerer spell, you can make one weapon attack as a bonus action.
Arcane Charge
Beginning at 14th level, when you use your action to take the Attack action on your turn, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see. You can teleport before or after attacking, or in between attacks. Once you use this class feature, you can't use it again until you complete a short or long rest. Starting at 18th level, you can instead use this class feature twice between short or long rests.
Battle Training
when you make a ranged spell attack, you do not suffer disadvantage on the attack roll if you are within 5 feet of a hostile creature.
Weapon Bond
At 6th level, over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action, your weapon attacks with this bond weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Battle Fighter
Beginning at 14th level, you add your Charisma modifier(minimum of +1) to the damage of your melee weapon attacks, and you can cast a cantrip that has the casting time of 1 Action as a bonus action.
Arcane Infused
At 18th level, due to the magic infusing your body, you gain a +2 to your AC and whenever you cast a spell that consumes a spell slot, you gain temporary hit points equal to the spell slot level, also you have advantage against the charmed and frightened conditions.
Additionally, your weapon bond have the +2 property.
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