Battle Sorcery (With Spells and Feats)

by Lambros009

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Sorcerous Origin

Battle Sorcery

Your innate magic originated in a lab, where it was purposefully developed to be a versatile, never seen before weapon that could dominate the battlefield through its sheer brute force. Sorcerers with this trait have either selected into a program that was promised to give them magical powers they sought, and it did, while others were selected for the program without their knowledge, and found it a surprise when they awoke inside of a lab, with strange powers coursing through them. Consult with your DM about what organization or individual is behind this project, what their motivations are, and what your relationship is with them.

Arcane Arsenal

At 1st level you learn a sorcerer cantrip of your choice that can deal damage. This cantrip counts as a sorcerer cantrip for you, but doesn't count against the number of cantrips you know.

Starting at 1st level, the sheer strength of your magic is fueled by your innate power. You can add your Charisma modifier to the damage roll of one cantrip you cast. You can only do so once per turn.

Multicast

Starting at 6th level, when you cast a spell with a range of touch or self that doesn't affect an enemy creature you can use your bonus action to cast a cantrip.

Double Time

Also at 6th level, when you use your action to target a single creature with one of your sorcerer cantrips, and you fail to hit, you can cast that same cantrip again as part of the same action, targeting any creature of your choice. You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.

Supercharge

At 14th level, when you cast one of your sorcerer cantrips, you can supercharge it. You gain advantage on the attack roll, and the cantrip deals force damage instead for this casting. If your attack hits, roll 1 of its damage dice an additional time. You take that much force damage (this damage can't be reduced in any way), and your target takes twice as much additional force damage.

Arcane Soul

At 18th level, you can use a bonus action to enter a supercharged form for 1 minute. While in this form, every cantrip you cast is automatically supercharged, and you do not suffer any of the supercharge damage you normally would. Additionally, you gain resistance to force damage, and once per turn, you can reroll any 1s and 2s once when you roll for the damage of one of your cantrips.


Art: Awakening by Jason Nguyen

Spells

Piercing Bolt

evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You fire off an arcane blast from your hand, meant to pierce through your enemy. Make a spell attack roll. On a hit, the target takes 1d8 force damage, and the bolt continues traveling through their body in a straight line for 10 feet. Any creature that the bolt strikes afterwards takes 1d4 force damage if the attack roll would hit it as well.

The spell's damage increases by one die when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).

Arcane Shackles

conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You launch an arcane chain through the air, that starts to entangle itself around a creature's body. Make a spell attack roll. On a hit, the target takes 1d4 bludgeoning damage and the shackles bind to its body until the end of its next turn. If it tries to move before then, it must succeed on a Strength saving throw. On a success, it takes 1d4 bludgeoning damage as the shackles snap around it, and it is freed. On a failed saving throw, it fails to move but takes no damage.

The spell's damage increases by one die when you reach 5th level (2d4 and 2d4), 11th level (3d4 and 3d4), and 17th level (4d4 and 3d4).

Force Blast

evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You let out an intense energy blast from your hands against a creature within range. The target must succeed on a Strength saving throw, or take 1d6 bludgeoning damage and fall prone if their size is Large or smaller.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Elemental Affinity

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

You imbue yourself with elemental power. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. While the spell is active, any time you roll damage of the type you selected and you roll a 1 or 2, you can reroll the die and must keep the new result, even if it is a 1 or 2.

At Higher Levels. If you cast this spell with a 2nd level spell slot or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 3rd level or higher, the duration is 1 hour. Using a spell slot of 3rd level or higher grants a duration that doesn't require concentration.

Warmage's Mark

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer

You focus on the magic coursing in your veins and mark a target with it. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a cantrip spell attack. Your spell attack rolls targeting the marked creature ignore half and three-quarters cover.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Feats

One Last Bang

Prerequisite: The ability to cast at least one spell


You make your exits in style.

When you are reduced to 0 hitpoints, you can use your reaction to cast one spell that has a casting time of 1 action or bonus action. The level of the spell must be of 3rd level or lower, and it must be a spell capable of dealing damage.

Arcane Mediator

Prerequisite: The spellcasting or pact magic class feature


You are adept at guiding the magic even of others and ensuring their success.

When you see a creature within 30 feet of you lose its concentration on a spell, you can use your reaction to assist in its effort to maintain its concentration. The creature can reroll the concentration check, and it can add your spellcasting modifier to the roll.

You can use this feature a number of times equal to your spellcasting ability modifier. You regain all expended uses when you complete a long rest.

Volatile

Prerequisite: Sorcerer, Wizard or Warlock


You have uncovered within yourself through trial and tribulation the dangerous ability to overcharge your magic in its basest form.

  • Once during your turn, before you make an attack roll with a cantrip spell, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. If you roll a natural 1 on the attack roll, a wild magic surge occurs.

  • When you make a spell attack roll and roll a natural 20, you can recover an expended spell slot of your choice. That spell slot must be equal to half of your proficiency modifier (rounded up) or less. Once you've used this ability you can't do so again until you've completed a short or long rest.

Arcane Conduit

Prerequisite: Sorcerer or Wizard


You are able to become a conduit of arcane energy, using your body as a channel on which the weave can flow.

You can use an action to touch a willing creature and transfer some of your arcane energy to it. You can expend a spell slot of your choice, the level of which must be equal to half of your proficiency bonus (rounded up) or less. The creature then regains an expended spell slot of the same level. You can only use this ability on a creature that has the spellcasting class feature.

When you make a saving throw against a spell and roll a natural 20, you can use your reaction to absorb some of that incoming magical energy into yourself, as your two frequencies happen to harmonize. You regain a spell slot of your choice equal to half of your proficiency bonus or less. Once you've used this ability, you can't do so again until you've completed a short or long rest.

Shock Mage

Prerequisite: The ability to cast at least one spell


Whether through training or natural talent, you've become adept at being a deadly distraction on the battlefield, battering the enemy mage forces until they become unruly and discombobulated.

Choose two of the following benefits:

  • Increase your spellcasting ability score by 1, up to a maximum of 20.

  • When you damage a creature that is concentrating on a spell with a spell of your own, that creature has disadvantage on the saving throw it makes to maintain concentration.

  • When a creature loses its concentration on a spell as a result of you damaging it, you can use your bonus action to cast a cantrip targetting that creature.

Arcano-Psionic Infiltrator

Prerequisite: Intelligence, Wisdom, or Charisma of 17 or higher


You have developed an innate talent to step into the minds of other creatures and control spells they have cast.

You can use an action to target a creature within 60 feet of you. If that creature is concentrating on a spell, it must succeed on an Intelligence or Wisdom saving throw (its choice) or momentarily lose its control over a spell it is concentrating on. If the spell has an ability that can be activated, you can activate that spell as part your action. For example, you can move and use the large spectral hand created by Bigby's hand, move a flame sphere, or alter the commands that have been given to a humanoid controlled by the dominate person spell. Alternatively, you can choose to end the spell.

At the end of your turn the effect ends and the original caster of the spell reasserts their control over it, if its effects are still active.

The DC of the saving throw the creature makes to resist this effect equals 8 + your proficiency bonus + your Intelligence, Wisdom or Charisma modifier.

Subconscious Mind

Prerequisite: The ability to cast at least one spell


Your mind has been forged in the deadliest of circumstances and it has learned not to let go as easily.

When you become incapacitated or fall to 0 hitpoints while concentrating on a spell, your concentration is not immediately broken. The effects of your spell are interrupted while you are incapacitated, but if you regain consciousness, you can continue to concentrate on the same spell if you choose. The time you were incapacitated counts against the duration of the spell as normal, and you must make concentration checks as normal while you are incapacitated if you take damage or are otherwise prompted to.

Efficient Caster

Prerequisites: The ability to cast at least one spell


You are able to make the best out of a bad situation.

When you lose concentration on a spell you have cast, you can use your reaction to absorb some of its errant energy as its stability collapses. You regain a spell slot equal to half of the level of the spell you absorbed (rounded down) or less. You can use this ability a number of times equal to your spellcasting ability modifier. You regain all expended uses when you complete a long rest.

Careful Caster

Prerequisite: The ability to cast at least one spell


You have developed techniques to ensure the safety of any bystander when you cast a spell.

  • Increase your spellcasting ability score by 1, up to a maximum of 2.
  • When you deal damage with a spell, you can choose to deal non-lethal damage. If the affected creatures fall to 0 hitpoints, they fall unconscious in a stabilized condition.
  • When you deal damage with an area of effect spell, you can attempt to leave a number of creatures in the affected area unaffected. The number of creatures must be equal to or less than half of your proficiency modifier (rounded down). Those creatures make their saving throw against your spell with advantage. You can use this ability a number of times equal to your spellcasting ability modifier. You regain all expended uses when you complete a long rest.
 

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