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### Rage Mage #### Tools of the Angry When you choose this origin at 1st level, you gain proficiency in martial weapons. Additionally, you gain proficiency in the Intimidation skill. #### Spell Rage Beginning at 1st level, you weave spellcasting and anger into a ferocious fighting style. On Your Turn, you can enter a Spell Rage as a Bonus Action. - When you cast a spell you gain a +2 bonus to the damage roll. This increases to +3 at 9th level and +4 at 16th level. - You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1). - You gain a +1 bonus to your AC. This bonus increases by +1 at 6th, 9th, 12th and 15th level. Your Spell Rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also dismiss the Spell Rage at any time you choose (no action required). You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. #### Spell Fortification Starting at 6th level, you can sacrifice spell slots to gain temporary health. As a bonus action, you can expend a spell slot to gain temporary hit points. You gain temporary hit points equal to 10 x the slot level. Temporary hit points gained with this feature last for 1 hour. #### Tempered in Fury By 14th level, you have learned how to weave raw magic into an explosive aura. When you take damage from a spell, as a reaction, you can spend 2 sorcerery points to cause a pulse of arcane energy, originating from you and extending out to a 20 foot sphere. A creature caught in the pulse must succeed on a Dexterity saving throw equal to your spell DC or take d10 per level of the spell slot that damaged you, plus half of your sorcerer level. The damage type of this pulse is the same as the spell that damaged you. If the spell that damaged you deals multiple damage types, you can choose which type of damage your pulse uses. You can trigger this effect when you are hit with your own spells. When you utilize this feature you gain resistance to the damage type of the spell that damaged you, until the end of your next turn. #### Battle Flow Beginning at 18th level, you have learned to ready yourself for battle at a moments notice. When you enter your Spell Rage you can use a free action to cast 1 spell with the range of self. Additionally, when you enter a Spell Rage you gain advantage on the first melee weapon attack, ranged spell attack or melee spell attack you make. If you do not make a melee weapon attack, ranged spell attack or melee spell attack by the end of your Spell Rage it is lost.