Arcane Fist (5e Subclass)
Arcane Fist[edit]
Sorcerer Subclass
A source of mystical power most often referred to as the Arcane, this energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Now and again, one of the descendants of these magical warriors manifests a prodigious amount of arcane with little in the ways of training or asceticism.
Sorcerous Fortitude[edit]
Beginning at 1st level, your arcane origin protects you from harm. Your hit point maximum increases by 2, and it increases by 2 again whenever you gain a level in this class. You have a base AC of 10 + your Charisma modifier and your Dexterity modifier if you aren’t wearing armor, as you envelop your body in an imperceptible aura of arcane. This effect ends if you don armor.
Sorcerous Spellstrikes[edit]
When you choose this origin at 1st level, you learn the secret of infusing your unarmed attacks with magical arcane. You gain the following benefits when you aren't wearing armor:
- You can use your Charisma instead of Strength for attack and damage rolls of your unarmed strikes.
- You can roll a d6 in place of the normal damage of your unarmed strikes. These strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 5th level, your strikes use a 1d8 for damage and 1d10 at level 11.
- When you hit a target with your unarmed strikes, Once per turn you can expend one spell slot to deal extra damage to the target, in addition to the strike's damage. The extra damage is 2d8 fire, lighting, force or cold damage of your choice for a 1st-level spell slot, plus an additional 1d8 for each spell level higher than 1st, to a maximum of 6 rolls.
- Your unarmed strike attacks count as weapons worth at least 1sp for the purpose of spell casting.
Sorcerous Barrage[edit]
At 6th level,when you hit a creature with a cantrips attack or when a creature fails a saving throw against one of your cantrips, you can expend 1 sorcery point to instantly move up to half your speed without provoking attack of oppurtunity and make an unarmed strike as a bonus action.
Extra Attack[edit]
Starting at 6th level, you can attack twice, instead of once, You can replace one of these attacks with the cast of a cantrip whenever you take the Attack action on your turn.
Arcana Defense[edit]
At 14th level, You can imbue a creature with a shimmering shield of arcane. As an action, you can expend 1 to 10 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice plus your charisma modifier per dice spent.
Unleash Ultima Arcana[edit]
At 18th level, you gain the ability to enter a state of limitless combat power as an action. For the next minute, you magically radiate a transparent, 20-foot-radius aura. When you activate this feature, you gain the following benefits:
- You have resistance to all damage.
- Attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10.
- You gain a magical flight speed. This flight speed is equal to your walking speed. If you already have a flight speed, your flight speed is instead doubled.
- When you use your action to make an unarmed strike on your turn, you can make one additional attack as part of the same action.
Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to unleash this arcane power again.
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