Sorcerer
Base Class: Sorcerer

Your lineage may trace back to a powerful warrior clan, or perhaps you were enhanced at birth. Either way, you have an innate talent for combat. Thriving while fighting with weaponry, whilst utilizing your magic, a dance in combat is what you perform.

Fighting Instinct

At 1st level, you realize your instinctual proficiency in the usage of most weapons. You gain proficiency in simple and martial weapons, and proficiency in light armor. 

You cannot be disarmed of weapons you are wielding, and you can use a weapon as an arcane focus for your spells.

Your walking speed is increased by 10 feet.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Sword Sorcery

Starting at 6th level, you gain the ability to manipulate your weapons with magic. You gain two Weapon Magic options, gaining another at 11th level (3) and at 15th level (4). You may only use one Weapon Magic option per turn, though Weapon Magic can be used on any weapon attack.

Accurate Attack

When you make an attack against a creature, you can spend 1 sorcery point to cause the attack to critically hit on a roll of 19 or 20.

Distant Attack

When you make a ranged weapon attack, you can spend 1 sorcery point to double the range of that attack.

Elemental Attack

When you make a weapon attack, you can spend 2 sorcery points to infuse your weapon with magic, changing the damage type of your weapon attacks for this turn to one of the listed types: choose from cold, fire, thunder, acid, and lightning.

Extended Attack

When you make a melee weapon attack, you can spend 2 sorcery points to extend the reach of your weapon for this attack by 10 feet.

Moving Attack

When you make a weapon attack against a creature, you can spend 1 sorcery point to move 5 feet after you make the attack. This movement does not provoke opportunity attacks.

Spell-Sinking Attack

When you hit a weapon attack against a creature that has the spellcasting or pact magic feature, you can spend 1 sorcery point to disable the creature’s ability to cast spells until the end of their next turn. If this attack causes the creature to make a concentration check, they have disadvantage on the check.

Spinning Attack

When you hit a melee weapon attack against a creature, you can spend 2 sorcery points to cause all creatures of your choice within 5 feet of you to also take the damage of the attack.

Thoughtful Attack

When you miss a weapon attack, you can spend 1 sorcery point to reroll the attack roll. You must use the result of the second roll.

Dancing Blades

At 14th level, you step to a new level of fighting skill. When you wield a weapon, it is given the finesse property for you as long as it doesn't have the heavy or special properties.

In addition, you can add your Charisma modifier to the damage of your weapon attacks.

Battle-Born Soul

Beginning at 18th level, you can channel the combative instinct lying within you from your ancestors, becoming entirely aware of what goes on around you. As an action, you can spend 5 sorcery points to draw on this power and become aware of everything within 30 feet of you. While you are aware, you control the space within 30 feet of you. Whenever a creature moves within this space, you can use your reaction to move directly towards them without provoking opportunity attacks and make a single weapon attack against them. This attack halves the speed of the creature until the end of its turn. You also gain an additional reaction per round while in this form.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

 

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