Sorcerer
Base Class: Sorcerer

Some warriors boast that from birth they were destined to hold a weapon, and that their inner being is connected to that weapon.  For these Sorcerers this is literally the truth.  They may have the blessing of a warrior god. Perhaps one of their parents wielded a immensely powerful magic weapon or were possessed by one. They may be the reincarnation of a legendary fighter who at the end of their life was almost more weapon than person. Or perhaps their soul is akin to that of blade. 

Battleborn Spells

1st-level Battleborn feature

You learn additional spells when you reach certain levels in this class, as shown on the Battleborn Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a abjuration and evocation spell from the sorcerer, warlock, or wizard spell list.

Battleborn Spells
SORCERER LEVEL SPELLS
1st LongstriderCommand, True Strike
3rd Branding SmiteBlur
5th SlowProtection from Energy
7th Freedom of MovementStoneskin
9th Arcane HandWall of Force

Battleborn Warrior

1st-level Battleborn feature 

Your soul comes from legends of the past. Within yourself, holds a warrior that lived, breathes, and died on the battlefield of stories. Each memory of theirs is ingrained into your mind, body, and spirit. 

Bonus Proficiencies. You gain proficiency with shields, simple weapons, and martial weapons.

Unarmored Defense. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. 

War Bond. As an action, you can touch two items that can be either a weapon or a shield that you are proficient with. When you attack with those weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. These weapons counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can use any weapon or shield with this feature as a spellcasting focus for your sorcerer spells. Once you have bonded a item to yourself, you can’t be disarmed of that item unless you are incapacitated. If it is on the same plane of existence, you can summon that item as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond with a third item, you must break the bond with one of the other two.

Extra Attack

6th-level Battleborn feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Battleborn Sorcery

6th-level Battleborn feature

When you cast any spell of 1st level or higher from your Battleborn Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, you can choose to change the casting time to 1 bonus action for this casting.

Aegis Ward

14th-level Battleborn feature

Your warrior's spirit within, can protect you or your allies from attacks and with the assistance of your magic, you can retaliate against all odd's.

When you or a allied creature you can see within 60 feet from you is hit by a attack, you can use your reaction and that creature gains resistance to that attacks damage until the start of your next turn. If you target an allied creature with this ability, you can you teleport to an unoccupied space you can see within 10 feet of the attacker. You can then make an opportunity attack or cast a cantrip against the attacker, if within reach.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 sorcery point to use this feature again.

Indomitable Spirit

18th-level Battleborn feature

As a bonus action you magically transform into a living embodiment of the war spirit within. In this form, a critical hit against you becomes a normal hit, your concentration can’t be broken as a result of taking damage, and your movement doesn’t provoke opportunity attacks. You remain in this form for 1 minute. It ends early if you die, or if you dismiss it at any time ( no action). 

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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