Sorcerer
Base Class: Sorcerer

Sorcerers whose powers manifest into that of a weapon are the Soulbound, for their innate magics can be traced back to an ancestor who had steeled themselves to pass along shards of their soul to the future generations in hopes of protecting and guiding them.

Ancestral Soul

Starting at 1st level,  you choose one of the listed options for your Soulbound gaining proficiency in the listed equipment and access to the starting features.

    Soulbound
Equipment Starting Features

Morningstar
&
Shield

You gain the Dueling or Protection Fighting style. Your hit point maximum increases by 3 and increases by 2 again whenever you gain a level in this class.

2 Scimitars
or
2 Daggers

You gain the Thrown Weapon Fighting or Two-Weapon Fighting style. Your base speed increases by 10 feet and you gain advantage on Dexterity Saving Throws.

Glaive
or
Halberd

You gain the Blind Fighting or Great Weapon Fighting style. Your hit point maximum increases by 3 and increases by 2 again whenever you gain a level in this class.

Greataxe,
Maul
or Greatsword

You gain the Armored or Great Weapon Fighting style. Your hit point maximum increases by 3 and increases by 2 again whenever you gain a level in this class.

Longbow
or Shortbow

You gain the Superior Technique or Archery Fighting style. Your base speed increases by 10 feet and you gain advantage on Dexterity Saving Throws.

Light
or
Heavy Crossbow

You gain the Armored or Archery Fighting style. Your base speed increases by 10 feet and you gain advantage on Dexterity Saving Throws.

Longsword,
Battleaxe
or
Warhammer

You gain the Armored or Dueling Fighting style. Your hit point maximum increases by 3 and increases by 2 again whenever you gain a level in this class.

Musket
or
Pistol

You gain the Blind Fighting or Archery Fighting style. Your base speed increases by 10 feet and you gain advantage on Dexterity Saving Throws.

Whip
&
Shortsword

You gain the Interception or Two-Weapon Fighting style. Your base speed increases by 10 feet and you gain advantage on Dexterity Saving Throws.

Trident
&
Net

You gain the Interception or Superior Technique Fighting style. Your hit point maximum increases by 3 and increases by 2 again whenever you gain a level in this class.



Once a Soulbound is chosen you may not change your choice.

As an Action you may summon your Soulbound from within your own soul into your hands donned and equipped, you may also stow your Soulbound back into your soul as a Bonus Action.

Trained Soul

Starting at 1st level, you gain Proficiency in Light and Medium armor.

Also attacks you make using your Soulbound equipment may use your Charisma for attack and damage rolls instead of Strength or Dexterity.

Your Soulbound counts as a spell casting focus for you.

At the start of your first turn you may spend 1 sorcery point to empower your Soulbound equipment granting a +1 to damage and attack rolls if its a Weapon or a +1 to AC if it's a shield.

The bonus becomes +2 at 6th level, and +3 at 14th.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Martial Soul

Starting at 14th level, You may add one add one of the following properties to your Soulbound equipment:
- Attacks you make with this weapon Crit on a roll of 19-20.
- Attacks you make with this weapon deal extra Psychic Damage equal to your Constitution Modifier.
- You gain Immunity to 1 type of damage while holding your Soulbound equipment.
- As a Bonus Action you may spend 1 Hit die to heal yourself for the roll + your Constitution Modifier.
- Your Soulbound acts as a Ring of Spell Storing Able to hold up to (your Constitution Modifier) levels worth of spells.
- While Holding your Soulbound you gain a flyspeed equal to your walking speed.

You may choose 1 additional property at level 18.

Once a property is chosen you may not change your choice.

Soul Devourer

Beginning at 18th level, when you reduce a creature to 0 HP using your Soulbound equipment you may as a Reaction spend up to 6 sorcery points to Devour the Soul healing for an amount equal to the CR or Level of the Creature, the next attack you make with your Soulbound equipment will have advantage and deal an additional d6 of Psychic damage for every sorcery point spent.

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