Sorcerer
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 the 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

You learn to utilize simple magical effects as you fight:

Arcane Defense: You may cast Mage Armor on yourself at will without using a spell slot. Starting at 2nd level, when you are about to take damage, you may use your reaction and spend sorcery points to protect yourself. You may prevent 5 damage for each sorcery point spent this way.

Martial Magics: You gain proficiency with all simple and martial melee weapons. You may use a melee weapon as an arcane focus.

Mystical Embodiment: You gain 1 additional hit points at level 1 and 1 more hit points per level in this class.

War Witch

When you take the Attack action, you may use the Quicken Spell Metamagic option without spending sorcery points until the end of your turn.

Magical Armament

You may invoke magical weapons and armor at will as a bonus action. The magical armaments are often of an arcane appearance such as a whip of arcane energy or a cuirass of swirling shadows. The equipment vanishes if it leaves your immediate possession, if you are incapacitated, or if you use this ability again.

Magical Arms: You may create any one melee weapon or any two melee weapons with the light property. Created weapons are magical, but otherwise use standard weapon damage die but deal varying damage types. You may use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls. When you summon or as a bonus action, you may change the damage type of the weapon you create to any of the following: Slashing, Piercing, Bludgeoning, Cold, Fire, Lightning, or Psychic Damage. When you change the damage type, the appearance of the weapon changes to embody the new damage type.

Magical Armor: When casting Mage Armor using your Arcane Defense Skill, you may use 13 + Charisma Modifier as your base AC.

Witch Walking

You have the ability to blink around the battlefield. At either the beginning or the end of your turn, you may instantly teleport up to 15 feet to an unoccupied space that you can see. You may spend a sorcery point to blink at both the beginning and end of your turn.

Magical Flurry

When you take the Attack action on your turn, you may spend up to 3 sorcery points. For each point spent this way, you may make an additional attack as part of that Attack action.