Sorcerer: Scaled Fist

by Lucifer1389

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Sorcerer:

Scaled Fist

Sorcerers who claim dragons in their ancestory usually inherit their flames, but sometimes their blood may carry the dragon's sturdiness instead. You are from one such bloodline, your skin is infused with draconic scales, making it hard as metal. Arcane energy pulse through your fists, ready to be unleashed upon your foes.

Scaled Fist Features

Sorcerer Level Feature Draconic Arts die
1st Unarmored Defense, Draconic Arts d6
6th Draconic Soul d8
14th Elemental Incarnation d10
18th Ascendant Fist d12

Scaled Fist Magic

You learn additional spells when you reach certain levels in this class, as shown on the scaled fist Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

scaled fist spells
Sorcerer level Spells
1st Absorb elements, Command
3rd Darkvision, Enhance Ability
5th Counterspell, Spirit Guardians
7th Dimension Door, Polymorph
9th Circle of Power, Wall of force

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Draconic Arts

At 1st level, your limbs are as hard as steel with a layer of draconic scales. You can use your hardened body to make unarmed strikes in tandem with your sorcery. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

  • You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strikes count as weapons.

  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain sorcerer levels, as shown in the Draconic die column of the Scaled fist table.

  • When you cast a spell on your turn, you can make one unarmed strike as a bonus action.

Draconic Soul

At 6th level, you learn to infuse your body with your sorcerous magic. You add your charisma modifier to saving throws, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Incarnation

At 14th level, you gain the ability to call upon your draconic ancestors and charge your body with their power.

As a bonus action, you charge your body with draconic power for 1 minute, choosing one of acid, cold, fire, lightning, poison or thunder damage type. For the duration, you gain resistance to the chosen damage type, and your unarmed strikes deal an additional die of the chosen damage type.

Once you use this ability, you can’t use it again until you finish a short or long rest or until you expend 3 sorcery points to use it again.

Ascendant Fist

At 18th level, you have perfected the power of the wyrms flowing within you.

When you use draconic arts, you make two unarmed strikes as a bonus action, instead of just one.

In addition, when you use elemental incarnation, you gain immunity instead, and your unarmed strikes ignore resistance and immunity to damage.

Homebrew by Lucifer


Image Credit Raiden art by Dexter Soy

 

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