Base Class: Sorcerer
Witchblades are born of a lineage of warriors whose great feats in battle shape the flow of magic around them, allowing their supernatural prowess to sometimes pass to their descendants. Some tribes and noble families track their ancestries in hope of identifying the heirs to this power and harnessing their gifts. However, many witchblades are born of unremarkable circumstances, removed from, and ignorant of their heritage that empowers them. Some scholars suggest that when the fates and the weave of magic align just so, one of these warrior mages may come into being through their own force of will, bending the weave and perhaps starting a lineage of their own.
Arcane Warrior
1st-level Witchblade feature
You learn how to cast your spells in the midst of combat.
Martial Magics. You gain proficiency with Light Armor and Medium Armor and the Rapier and Longsword.
Any weapon you are proficient with can be used as a spellcasting focus.
Magical Arms. Starting at 2nd level, you can use a Bonus Action and spend 2 Sorcery Points. When you do so, arcane energy curls around your weapon for 1 minute. Whenever you hit with this weapon, you deal an extra 1d8 psychic damage.
War Witch
6th-level Witchblade feature
Starting at 6th level, you can channel your innate arcane energy through your weapons. If you choose to do so, you have to spend 10 minutes and touch a weapon that you are proficient with and that lacks the two-handed property. When you finish the channeling, arcane runes appear on the weapon.
You can attack with your channeled weapon twice, instead of once, whenever you take the Attack action on your turn.
Magical Flurry
14th-level Witchblade feature
Starting at 14th level, you add your Charisma modifier (minimum of +1) to the damage of your melee weapon attacks.
Witch Walking
18th-level Witchblade feature
Starting at 18th level, the arcane energy that you channel through your weapons reach into the ethereal plane.
As a Bonus Action, you can spend 3 Sorcery Points and teleport to an unoccupied space within 5 feet of a creature that you can see. Until the end of this turn, your weapon attacks deal an extra 1d8 force damage.
You can choose to spend 2 more Sorcery Points when you activate this feature to activate the effect of Magical Arms using the same bonus action.