You either come from a long line of battle mages, be it magi or eldritch knights, or perhaps you were born in the middle of a battle field, the first taste on your lips being blood rather than your mother’s milk. Thus, blending martial abilities and spells come naturally to you. Your bloodline gives you the uncanny ability to imbue your weapons with pure arcane energy; in addition, as your bloodline develops you become able to cast your spells even while wearing the heaviest of armors.
Class Skill: Survival
Bonus Spells: mirror strike (3rd), tactical acumen (5th), greater magic weapon (7th), telekinetic charge (9th), wreath of blades (11th), transformation (13th), mage’s sword (15th), moment of prescience (17th), heroic invocation (19th).
Bloodline Arcana: As a warmage blooded sorcerer you gain proficiency with all martial weapons. In addition, you gain proficiency with light armor, medium armor and heavy armor. Although, casting spells while wearing armor still incurs arcane spell failure chance.
Bloodline Powers: Warmage blooded sorcerers show an unnatural specialty for martial combat, rivaling those of pure martial prowess.
Arcane Assault (Su): Starting at 1st level, as a standard action you can spend an unused spell slot to make a single melee attack gaining a bonus to the attack roll equal to the level of the sacrificed spell. In addition, the attack deals an additional +1d8 points of damage per level of the sacrificed spell slot, if the sorcerer critically hits with this ability, the additional damage deals x2 damage, while the weapon the sorcerer used, uses its own critical multiplier. A melee attack enhanced with arcane assault counts as magic for the purpose of overcoming damage reduction. If the attack misses the spell slot is expended.
Armored Mage (Ex): At 3rd level, you reduce the arcane spell failure chance of any armor you wear by 10%. At 8th level, this reduction increases to 20%. This reduction stacks with the arcane armor training and arcane armor mastery feats.
Fighter Training (Ex): At 9th level, you count ½ your total sorcerer level as your fighter level for the purpose of qualifying for feats. If you have levels in fighter, these levels stack. In addition, you gain a bonus combat feat at levels 12th and 15th and 18th.
Bolster Enhancements (Su): At 15th level, you become capable quickly of casting spells on yourself, which in turn become more powerful. Once per turn, you may cast a spell that grants an enhancement bonus, on yourself as a swift action ignoring all somatic components (as the still spell metamagic), without using a spell slot of a higher level. In addition, any time you cast a spell that grants an enhancement bonus on yourself or on an item you are wearing or wielding, increase that bonus by +2. If cast on an item, the increase in the enhancement bonus only works while you are wearing or wielding the item, if someone else picks the item up, the enhancement bonus returns to normal.
Supreme Warmage (Ex): At 20th level, you become the epitome of physical might. You gain a +4 bonus to your Strength, Dexterity and Constitution scores.
Art by: Shalia-Windterra
Special thanks to: Ralph Boettcher for additional fluff ideas and to Robert Massaro for additional design help.
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