Sorcerer
Base Class: Sorcerer

 The warforged and constructs were built to fight in the Last War. While the first warforged were mindless automatons, there were countless improvements made to their design that ultimately culminated in sentience. Building on that the dragonforged were born as new production line of warforged/construct sorcerers, born out of the need for stronger casters. Regular warforged/constructs are already created with a blend of organic and inorganic materials, dragonforged have the additional ability to continuously modify themselves to ensure the most lethal and effective casters in existence. In addition, dragonforged design sees a larger focus on the inclusion of metal plating.

Superior Advancement

Starting at 1st level, At first level, You have begun to master your mechanical form. Choose two advancements to make (cannot select any advancement twice):

Passive defense: When a melee attack is sensed your body automatically releases a poison gas. Any creature with in 5 ft. that is not immune to poison must make a Con save against your spell save DC. Upon a failed save the creature takes 1D6 poison damage and has the poisoned condition. If the save passed the creature only takes half damage rounded down. Damage increases at 5th, 11th, 17th by 1D6 each level.

Legs: +10 to movement speed and difficult terrain only reduces movement by 1/4

Torso: Gain +2 to AC.

Arms: add +1 to AC when not wielding any weapon.

Head: Gain superior dark vision +60 feet through magical or nonmagical darkness.

Back: As a bonus action this augmentation folds out from your back to reveal a jet pack like device that harnesses arcane energy for propulsion providing you with a flight speed double your current movement speed.

Overclocked Surge

Starting at 1st level, Once per long rest you can produce an anti-magic field up to 30 feet for 1 minute of concentration. Duration can be extended by 30 seconds indefinitely taking 1D10 Psychic damage due to the strain per extension. Unable to cast high level spells due to power strain of the field. Millisecond gaps in the field on your turn resulting in the ability to cast 1st level spells or cantrips that do not require concentration.

Sacrificial Enhancement

Starting at 6th level, You can push your arcane science past its limit at the cost of your own survivability. You will have a resupply of sorcery points even when unable to take a short or long rest. Whenever you use sorcery points in this manner you take 2 damage per sorcery point used.

Controlled Chaos

Starting at 14th level, Starting at 14th level, you have learned to seamlessly weave the science behind magic into your melee combat. When you take the Attack action on your turn, you can cast a up to 1st level spells as a bonus action.

Superior advancement (2)

At 6th level, You can select a 3rd augmentation as well as replace any previous augmentations.

Alloy Hardening Enhancement

At 18th level, your body is so suffused with arcane science that it has become immune to slashing, bludgeoning and piercing. You have advantage on saving throws against spells and other magical effects as well as resistance to magical attacks.

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