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# Sorcerer - Tempered Glass Soul ## Magic on the Front line There are some sorcerers who have trained them selves to be as close and personal as the barbarian. Dishing out damage up close and personal. ### Tempered Fortitude At 1st level, your magic bolsters your ability to survive. Your hit point maximum increases by 1, and it increases again increases by 1 each time you gain a level in this class. You can focus your magic into an aura that shimmers around you, and allows you to react to attacks more quickly. As an action, you can gain an aura for 8 hours that gives you a base AC of 13 + your Dexterity modifier if you aren't wearing armor, this aura may be turned off as a free action. This aura can be disabled by others via dispel magic, and does not work within antimagic fields. At 6th level the calculation for AC on this feature is 14 + your Dexterity Modifier, and at 14th it is 15 + your dexterity Modifier. You can use this ability Charisma Modifier times per long rest. ### Melee Caster At 1st level, you have become accustomed to being up in the front of the fight. This has afforded you more accuracy up close. When a spell requires you to make a ranged spell attack you may instead make a melee spell attack, if you are within 5 feet of your target. ### Expanded Spell list Your magic seems to come from a place of trials and combat. When your spellcasting feature lets you learn a sorcerer cantrip or spell of 1st level or higher you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. | Spell Level | Spell | |:---:|:-----------:| | Cantrip | Primal Savagery | | Cantrip | Spare the Dying | | 1st | Inflict Wounds | | 2nd | Flame Blade | | 3rd | Vampiric Touch | ### Arcane Plates Starting at 6th level you can focus your magic at points in space within your Arcane aura. While you have your Arcane Fortitude ability active you are able to create plates roughly 6 inches in diameter for a brief moment. Coordinating this with your movements grants you abilities in combat. As an action you may create plates under your feet during 4 consecutive steps in your movement, allowing you to gain 5 feet in height or length on a jump, or to maneuver quickly in an unpredictable way. If you use this ability and follow it with a melee spell attack in the same turn (such as with the use of the Quickened Spell Metamagic), that attack has advantage. You must spend at least 5 feet of movement as part of this action and not be prone to use this ability. This movement does not add to your base speed (unless you make a long jump specifically), and does not avoid opportunity attacks. When an attacker that you can see hits you with an attack, you can use your reaction create a plate to try and absorb some of the blow, this reduces the damage of that attack by half. Although they exist for a very short amount of time, you may use your action use these plates near your hands as if they were daggers, such as making a melee spell attack dealing 1d4 slashing damage (this does not count as casting a spell for the purpose of metamagic or counterspell). You may not use them in a prying, or bludgeoning fashion; they have physical properties very similar to glass. ### Close Range Potency Starting at 6th level, when you cast a spell at a range of no more than 10 feet, you may add your Charisma modifier to one damage roll of that spell. ### Shattered Glass Starting at 14th level, when you use your Close Range Potency Ability, you may roll a d6. On a 6 the spell fires shards of an arcane plates at another target of your choice within 10 feet. Make a ranged spell attack at the new target, if the attack hits you deal 1d10 force damage plus your Charisma modifier, this damage triggers this ability. ### Mirrored Magic Starting at 18th level, you have advantage on saving throws against spells and other magic affects. In addition, when a spell targets only you (not in area of effect) and the spell is 7th level or lower, you can, as a reaction, spend 6 sorcery points for the following effect. The spell now also targets the caster, using the slot level, spell save DC, attack bonus, roll, spellcasting ability, and concentration of the caster, as if they had twin cast it upon themselves and you. If the spell requires concentration, dropping concentration on one target will drop the concentration for the other.