Battle Sorcery (5e Subclass)

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Battle Sorcery[edit]

Sorcerer Subclass

This is a rare origin that only the most talented of casters can achieve by perfectly mixing melee martial arts and magic abilities making their moves unpredictable

Tough Conditioning

Beginning at 1st level, you gain proficiency with light and medium armor as well as two melee martial weapons of your choice. Additionally, your hit point maximum increases by 2, and it increases by 2 again every time you gain a level in this class.

Magical Secrets

At 1st level, your connection to both the fabric of magic and melee combat allows you to draw inspiration from many varieties of spellcasting. You learn two spells of your choice from any class. These spells count as sorcerer spells for you. A spell you choose must be of a level for which you have spell slots, or a cantrip. When you gain a level in this class, you can choose one spell gained from this ability and replace it with another spell from any class. You learn an additional spell from this feature at 4th, 9th, 14th and 20th level.

Fighting Style

Also at 2nd level, you have adopted particular styles of fighting as your specialty. Choose two styles from the list available to the fighter class. You can't take a Fighting Style option more than once, even if you later get to choose again.

Close Quarter Shooter

Starting at 3rd level being within 5 feet of a target doesn’t impose disadvantage on spell attack rolls.

Extra Attack

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

Powerful Spells

At 6th level, you begin to master the essence of magic, using it to punish your foes more heavily than other casters. You can add your Charisma modifier to the damage rolls of any cantrip and spell you cast. Furthermore, you can choose an additional metamagic talent to add to those already known.

Dormant Magic

At 10th level, you can dig deep into the near infinite well of magic within you to recharge your power, as a bonus action you can use this ability to regain 2d4+2 sorcery points. You cannot go over your current sorcery point maximum. Once you use this feature you cannot do so again until you finish a long rest.

Arcane Charge

Beginning at 14th level, when you use your action to take the attack action on your turn, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see. You can teleport before or after attacking, or in between attacks. Once you use this class feature, you can't use it again until you complete a short or long rest. Starting at 18th level, you can instead use this class feature twice between short or long rests.

Reciprocal Aid

Starting at 18th level, your magic has grown to the point where you can both take life energy and bestow it. As an action, you may spend 5 sorcery points to attempt to steal life energy from a creature that you can see within 60 feet of you and give it to either yourself, or a different creature you can see within 60 feet of you. The target creature must make a Constitution saving throw or lose 10d10 hit points and half as much on a successful save. The recipient gains hit points equal to the same amount that the target lost.

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