Sorcerer
Base Class: Sorcerer

Magic has always seemed to be imbued in you. Not necessarily in your soul but in your muscles and skin. You feel like it congregates mostly in your hands. Your body feels like magical armor itself and your fist strike like hammers. Although you can fight people at range you prefer to get up close and personal and beat down your foes.

Arcane Gautlets

Starting at 1st level, your hands crackle with arcane energy and form a magical aura around your fist resembling gauntlets. You are proficient with these gauntlets and they count as magic weapons. You roll a d6 + strength modifier for these gauntlets and they improve over time. The die increases to a d8 at level 6, a d10 at level 11, and a d12 at level 16.

Armored skin

Starting at 1st level, While you are not wearing any armor, your skin becomes hardened and your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Sorcery Strikes

Starting at 6th level, you can now hit twice with 1 action and you can channel magic unique to you, that allows you add effects to your unarmed strikes for sorcery points.

Whirlwind Kick (1 Sorcery point)- The target of the attack is pushed 15 ft back by air. 

Shocking Palm (2 Sorcery points)- This attack shocks the enemy not allowing them to use reactions until the start of your next turn. Does lightning damage instead of bludgeoning.

Burning fist (3 Sorcery points)- This attack hits in a 15 ft cone and the enemy must make a dexterity saving throw. On a failed save the attack deals extra fire damage equal to 4d6 in a cone 15 ft behind the first enemy being hit. on  a successful save they take half damage. Only the fire damage is done to the enemies not hit by the direct attack.

Leach Life (3 Sorcery points)- Does an extra 2d8 necrotic damage and heals user for half of total damage.

Freezing Palm (4Sorcery points)(14th Level Required)- The target of the attack takes 6d8 extra cold damage, and must succeed on a Constitution saving throw against your spell save DC to avoid becoming frozen by this attack. If frozen the creature movement becomes 0 and any attack aimed at this creature is with advantage and is frozen in place for 2 turns or if hit by a fire spell.

Air Force Uppercut (2 or 4 Sorcery points) (14th Level Required)- The target is hit with a forceful uppercut with air knocking them upwards. If target is left alone they fall and land prone. Spending 2 more sorcery points you airstep up them after knocking them airborne and slam them to the ground causing 4d10 extra damage leaving them prone. 

Close Combat Spell Casting

At 14th level, you become adept at the art of close combat fighting. Any spells that do damage cast by you at an enemy creature within 10 feet gets 2 extra dice of damage. If the spell cast has an area of effect and hits you, you roll with advantage to save.

Additionally, if any creature cast a spell at you when they are within a 15 ft radius of you, you gain advantage on saving throw.

Empowered Gautlets

Using 4 Sorcery points you can increase your melee range to 15 ft using gauntlets. This effect last for 1 minute.

Additionally, for 2 sorcery points you can make another gauntlet attack

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