Sorcerer
Base Class: Sorcerer

 

Blade Blesser

Weapons have existed since the dawn of humanity. So therefore the smithing of weapons has been passed down since then as well. Now though, weapons can be forged with much more than fire, steel, and hammer. The craft has grown and been utilized by many races and factions. It is a need for many and a skill mastered by few. The age of magic was thought to be the end to weapon forging. You, though, are one of the lucky few to see that it is not the end of the blacksmith. But it is the beginning to a new age of the craft. May your blades be sharp, and your enchantments by pure.

Gemstone Weapon

At 1st level you have a weapon that is made entirely out of a rare material that would not normally be used to create a weapon. This can be any weapon, simple or martial, if the weapon is something akin to a bow or crossbow, then the ammunition for it is of the same material and appears in either the weapon or in your hand as you need it. Your weapon, depending on the material, deals an extra 1d4 of damage of a certain type as listed below.

Weapon Enchantment
Damage Type Weapon Material
Fire Ruby
Acid Emerald
Cold Sapphire
Poison Amethyst
Radiant Diamond
Necrotic Onix
Thunder Glass
Lightning Citrine

The damage is increased to a 1d6 at level 10 and a 1d8 at level 16.

Sorcerers Toolbox

At 1st level you have proficiency with smithing tools, light armor, and shields. As well as the weapon you have chosen as your gemstone weapon. Both weapon and smithing tools will use your charisma modifier instead of whatever stat is normally used with them (including damage) both your tools and weapon are enchanted to always be on your person. if they are dropped, stolen, or lost they reappear on your person or in your hand after six seconds.

Reinforced Gemstone

Once you have reached 6th level as part of your attack action you may imbue a cantrip into your Gemstone weapon so that its effects apply to anything you hit with it. If the cantrip has a save DC then the target still makes the save as if the spell was cast on them. The enchantment dissipates after it has hit a creature or object. Only one cantrip may be imbued into the weapon at once.

Arcane Smithing

starting at 14th level you can temporarily imbue other weaponry with magical properties similar to your own. you may enchant a number of weapons equal to your charisma modifier. The enchantment process must be made during a long rest, though you can enchant as much as you like during one singular rest. The enchantment consumes 1000 gold worth of whatever material is needed for the element being applied to the weapon. Once the enchantment is placed the weapon deals 1d4 extra of the damage type applied. you could also consume 5,000 gold to boost the damage dice to 1d6 or 10,000 gold to increase the damage to a 1d8. This enchantment disappears, either at your verbal command or after a week has passed.

Transmutation Smithing

beginning at 18th level as a bonus action you gain the ability to change the material that your weapon is made out of. you may also transmutate 10 lbs of any metal or gemstone into any other type of metal or gemstone every long rest.

Gemstone Weapon

At 1st level you have a weapon that is made entirely out of a rare material that would not normally be used to create a weapon. This can be any weapon, simple or martial, if the weapon is something akin to a bow or crossbow, then the ammunition for it is of the same material and appears in either the weapon or in your hand as you need it. Your weapon, depending on the material, deals an extra 1d4 of damage of a certain type as listed below.

Weapon Enchantment
Damage Type Weapon Material
Fire Ruby
Acid Emerald
Cold Sapphire
Poison Amethyst
Radiant Diamond
Necrotic Onix
Thunder Glass
Lightning Citrine

The damage is increased to a 1d6 at level 10 and a 1d8 at level 16.

Sorcerers Toolbox

At 1st level you have proficiency with smithing tools, light armor, and shields. As well as the weapon you have chosen as your gemstone weapon. Both weapon and smithing tools will use your charisma modifier instead of whatever stat is normally used with them (including damage) both your tools and weapon are enchanted to always be on your person. if they are dropped, stolen, or lost they reappear on your person or in your hand after six seconds.

Reinforced Gemstone

Once you have reached 6th level as part of your attack action you may imbue a cantrip into your Gemstone weapon so that its effects apply to anything you hit with it. If the cantrip has a save DC then the target still makes the save as if the spell was cast on them. The enchantment dissipates after it has hit a creature or object. Only one cantrip may be imbued into the weapon at once.

Arcane Smithing

starting at 14th level you can temporarily imbue other weaponry with magical properties similar to your own. you may enchant a number of weapons equal to your charisma modifier. The enchantment process must be made during a long rest, though you can enchant as much as you like during one singular rest. The enchantment consumes 1000 gold worth of whatever material is needed for the element being applied to the weapon. Once the enchantment is placed the weapon deals 1d4 extra of the damage type applied. you could also consume 5,000 gold to boost the damage dice to 1d6 or 10,000 gold to increase the damage to a 1d8. This enchantment disappears, either at your verbal command or after a week has passed.

Transmutation Smithing

beginning at 18th level as a bonus action you gain the ability to change the material that your weapon is made out of. you may also transmutate 10 lbs of any metal or gemstone into any other type of metal or gemstone every long rest.

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