Base Class: Sorcerer
There are beings that embody the magic of war, Asura, Gods of war, and many intelligent items show a line of magic grounded in the field of combat. Whether you are descended from one of these beings or were unalterably changed by some outside influence, the following is true for you: Yours is the magic of combat.
Bonus Proficiencies
Starting at 1st level, you gain proficiency with light armor, medium armor, and martial weapons
Spoils of War
You reap the spiritual and arcane benefit when you best an opponent in martial combat. When you reduce a creature to 0 hit points with a weapon attack, you may gain temporary hit points equal to your sorcerer level. Alternatively, once you reach level 2 you may choose to regain 1 sorcery point instead. You may use this feature a number of times equal to your proficiency modifier
Channel Spell
At 6th level, you gain the ability to channel the energy of your spells into the weapons you hold. As a bonus action, you can spend 3 sorcery points to channel a damage dealing spell with a casting time of 1 action into your weapon, consuming the spell slot just as if you had cast the spell. While channeling a spell, a weapon counts as magical for the purpose of overcoming damage resistance and lasts for 1 minute.
In addition, weapons you channel spells into gain additional properties. Melee weapons gain the thrown property with a normal range of 20 feet and a long range of 60 feet. Weapons thrown with this property return to the thrower's hand after hitting or missing on an attack. Ranged weapons no longer consume ammunition ignoring both the ammunition and loading properties, instead firing bolts of energy, and ignore half cover and three-quarters cover
When you hit a creature with an attack with the weapon channeling the spell, you may then as a reaction activate the channeled spell to unleash it on the target (saving throws and spell attack rolls still apply). When cast in this way, even if the spell would normally have multiple targets, it only affects the creature hit by the original attack. After you use this reaction the channeled spell is expended and loses its other benefits. You may only channel your spells into one weapon at a time and you cannot cast a spell other than a cantrip as an action on turns where you use this ability.
Extra Attack
At 6th level, You can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Defense
At 14th level, you gain proficiency with shields and heavy armor. In addition, when you have a channeled spell active, you may direct some of the magical energies from the spell into your defenses. When you channel a spell into your weapon, you also gain resistance to one damage type that appears in the channeled spell.
Peak Performance
Starting at 18th level, the magic channeled into your weapons feeds back into your being, empowering your body. When you channel a spell into your weapon you gain the following benefits
- Your walking Speed Increases by 15 ft
- You have advantage on strength and dexterity saving throws
- You gain 30 Temporary Hitpoints
- When you hit a creature with your channeled weapon, spells targeting that creature ignore any damage resistances until the start of your next turn.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Previous Versions
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