Sorcerer
Base Class: Sorcerer

 The Red Battlemage seeks to not be the greatest in one thing, but a master in many. Through there natural talents for magic they have been able to grasp the mystical might of the divine as well as the arcane without the sheer strength that either will give them alone. To counter this they seek strength through arms to aid them in there endeavors, and lack of spells. 

 
 
 

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity Spell
Good cure wounds
Evil inflict wounds
Law bless
Chaos bane
Neutrality protection from evil and good
 

Martial Mage

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with light armor, medium armor, simple weapons, and marital weapons. Also, as a result of the intensive training you are harder gaining an additional 2 HP at first level and 2 HP with each level. 

 
 
 
 
 

DualCasting

Starting at 6th level, your proficiency with quickened spell enhances. When you use sorcerer points to cast quickened spell you use 1 point instead of two. If you have not taken the quickened spell Metamagic you gain it as well

 
 
 

Blink Step

Starting at 14th level, you gain the ability to step from one place to another within the blink of an eye through the use of your font of magic. By spending 2 Sorcerer points, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see.

 

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 
 

Magical blender

At 18th level, you mixing of the different magics has given you a greater understanding of there workings. By adding more power to the spell you are able to change the type of damage any casted spell performs. For any Spells that list multiple types of damage dealt you can only choose one type to change.

For example: Fireball can be changed from Fire damage to Radiant damage or Ice Storm (2d8 bludegoning 4d6 cold) change the one damage to fire (2d8 bludgeoning 4d6 fire)  / (2d8 fire 4d6 cold)

 

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