Battle Magic (5e Sorcerous Origin)

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Author: Zhenra-Khal (talk)
Date Created: 7-5-2022
Status: First Draft
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
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All Sorcerers are souls gifted with innate magic. Some control storms, others are one with shadow, and further more can bend the wild magic of the universe to their will. But some Sorcerers aren't gifted with the ability to manipulate something external - Instead, they manipulate their own bodies, channeling their power into ever greater supernatural feats of physical might. Often called Battle Sorcerers, these few souls display godlike strength, agility and endurance, far beyond what most mortals can hope to enjoy.

Gifts of Battle[edit]

In place of any Sorcerer spell you would learn by virtue of your levels in this class, you may instead learn a Battle Gift of the same level, detailed at the end of this subclass description. When you gain a Sorcerer level, you may swap Battle Gifts as if they were spells - You may replace a Battle Gift you know with a Sorcerer spell, and vice versa.

Battlemage Prowess[edit]

You gain proficiency with light and medium armor, shields, and simple and martial weapons.

Additionally, whenever you are wearing no armor, your AC is equal to 10 + your Proficiency bonus, plus your Charisma or Dexterity modifier, whichever is higher. You can use a shield and still gain this benefit. This counts as, and does not stack with, Unarmored Defense.

Extra Attack[edit]

Starting at 6th level, 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.

Runeskin[edit]

Beginning at 6th level, casting a spell that requires concentration creates an arcane barrier over your body, called a Runeskin; Your Runeskin has hit points equal to your Proficiency Bonus, plus your Charisma modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces your Runeskin to 0 hit points, you take any remaining damage. The Runeskin lasts as long as you maintain concentration on a spell.

While your Runeskin has 0 hit points, it can't absorb damage, but if you are still concentrating on a spell, its magic remains. Each time you begin your turn concentrating on a spell, the Runeskin regains hit points equal to one-half your Proficiency Bonus (Rounded down), up to its hit point maximum.

Surging Shield[edit]

Beginning at 10th level, you can force all of your power into your Runeskin while it is active to shield you from a debilitating blow. When you take damage while concentrating on a spell, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Unbreakable Arcana[edit]

Starting at 14th level, your innqate magic is so strong that it shields you from the magic of others.

You have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Battle Gifts[edit]

1st-level[edit]

Apprentice Strike[edit]

You learn two of the following spells: Ensnaring Strike, Searing Smite, Thunderous Smite, Vanishing Strike, Wrathful Smite, Zephyr Strike. When you cast one of these spells, they require no verbal or somatic components, and you may do so by expending 2 Sorcery Points instead of a spell slot.

You may learn this Battle Gift more than once. For each time after the first you select this Battle Gift, you learn one additional spell from the list.

Leaping Hare[edit]

As a bonus action, you may activate this Battle Gift, by expended a 1st-level spell slot or 2 Sorcery Points. You must concentrate on it as if it were a spell. For up to 1 minute, you gain the following benefits:

  • Your jump distance is tripled. When you jump, until the beginning of your next turn, you take no fall damage if the distance you fall does not exceed your walking speed.
  • You may Disengage as a bonus action.
  • You may add your Charisma modifier to any Initiative check you make.

Swinging Ape[edit]

As a bonus action, you may activate this Battle Gift, by expended a 1st-level spell slot or 2 Sorcery Points. You must concentrate on it as if it were a spell. For up to 1 minute, you gain the following benefits:

  • You gain a climbing speed equal to your walking speed.
  • Your unarmed damage increases to 1d8, and you may use your Strength, Dexterity or Charisma for attack and damage rolls with your unarmed strikes (Whichever is higher).
  • You may add your Charisma modifier to any Athletics or Acrobatics check you make.

Charging Ox[edit]

As a bonus action, you may activate this Battle Gift, by expended a 1st-level spell slot or 2 Sorcery Points. You must concentrate on it as if it were a spell. For up to 1 minute, you gain the following benefits:

  • Nonmagical difficult terrain doesn't hinder your movement.
  • You can Dash as a bonus action.
  • If you move a distance on your turn equal to twice your walking speed, every melee weapon attack you make before the beginning of your next turn deals an additional 1d8 damage, of the weapon's type.

2nd-level[edit]

Novice Strike[edit]

You learn two of the following spells: Branding Smite, Enhance Ability, Magic Weapon, Vampiric Smite. When you cast one of these spells, they require no verbal or somatic components, and you may do so by expending 3 Sorcery Points instead of a spell slot.

You may learn this Battle Gift more than once. For each time after the first you select this Battle Gift, you learn one additional spell from the list.

Implacable Smite[edit]

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal Force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

3rd-level[edit]

4th-level[edit]

5th-level[edit]

6th-level[edit]

AuthorZhenra-Khal +
Canontrue +
ClassSorcerer +
Identifier5e Sorcerous Origin +
RatingUndiscussed +
SummaryA different take on Sorcerer, focusing on magic that enhances their physical prowess over flashy external magic. +
TitleBattle Magic +