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Warrior Blood

Warrior Spells
You learn additional spells when you reach certain levels in this class, as shown on the Warrior
Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the
number of sorcerer spells you know.
Warrior Spells

Sorcerer Level Spells

1st Shield

3rd Mirror Image

5th Spirit Guardians

7th Fire Shield

9th Destruction Wave

Warrior Strikes
Starting at 1st level, your hands crackle with arcane energy. You are proficient in unarmed strikes, and
you roll a d4 in place of the normal damage of your unarmed strikes. This die increases to a d6 at
level 6, a d8 at level 14, and a d10 at level 18. You may use your Charisma instead of Strength for
your unarmed strikes’ attack and damage rolls. Your unarmed strikes are considered magical, and
you can use them as a material component for spells that normally require “a melee weapon worth
at least 1 sp”.
Additionally, after you cast a spell with a casting time of an Action and a range of Self or Touch, you
can spend 1 sorcery point to use your unarmed strike as a bonus action.

Sorcerous Footwork
Starting at 1st level, while you are not wearing any armor, your speed is increased by 5 ft. Your speed
further increases to +10 ft at level 6, +15 ft at level 14, and +20 ft at level 18.

Magical Strikes
Starting at the 6th level, you can channel your magic in a unique way, that allows you to add effects to
your unarmed strikes for sorcery points:
 Burning fist (2 Sorcery points). The attack deals extra fire damage equal to 3d6 in a cone 15
ft behind the creature. The damage increases by 1d6 for every extra sorcery point you spend.
 Lightning Strike (2 Sorcery points). Roll once to hit but does 2 unarmed attacks instead.
Takes an extra d8 of lightning damage for each hit. The number of unarmed strikes
increases for every 2 sorcery points you spend.
 Slowing Strike (1 Sorcery point). The target of the attack’s speed is halved, on its next turn.
You may move away from this target, and they will not receive an opportunity attack. 
 Whirlwind Kick (1 Sorcery point). The target of the attack is pushed 10 ft back. 
 Leach Life (3 Sorcery points). Does an extra 2d8 poison damage and heals user for half of
the total damage. The damage increases by 1d8 for every extra sorcery point you spend.

Sorcery Master’ Strikes


You gain additional ways to channel your magic through your unarmed strikes at the 14 th level:
 Freezing Palm (3 Sorcery points). The target of the attack takes 2d8 extra cold damage and
must succeed on a Constitution saving throw against your spell save DC to avoid becoming
frozen by this attack. If frozen the creature’s movement becomes 0 and any attack aimed at
this creature has advantage. It is frozen in place for 2 turns or until hit by a fire spell.
Creatures immune to cold damage cannot be frozen. The damage increases by 1d8 for every
extra sorcery point you spend.
 Air Force Uppercut (4 Sorcery points). The target is hit with a forceful uppercut with air
knocking them upwards. If the target’s fall isn’t broken, they fall and land prone. Upon hitting
the ground, the target takes 3d8 bludgeoning damage. The damage increases by 1d8 for
every extra sorcery point you spend.

True Warrior’s Body


Beginning at the 18th level, you can use your bonus action and spend 4 sorcery points to empower
your body, gaining resistance to all but force damage for 3 rounds.

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