Base Class: Sorcerer
Credit and thanks to Rusko here on DnD Beyond, for advice and a bunch of changes before final draft. I couldnt have made this masterpiece without you buddy!!
You have been born with an ancient magic that has always been different from other spellcasters, yet still impressive nonetheless. Your innate spellcasting ability has allowed you to weave a weapon made of pure arcane energy. Your potential with these abilities is still unknown, but maybe with time you can find the secrets of your powers.
Self Defense Training
At 1st level, your training with your instructors to learn to defend yourself up close and avoid hits if possible has paid off. You gain proficiency with light armor and all simple weapons, plus you can use your Charisma modifier for attack and damage rolls of your attacks with simple weapons and your Spellblade.
Spellblade Manifestation
At 1st level, you have the power to use magic in ways others can't and as such are able to create a weapon of pure arcane energy called a Spellblade.
Spellblade. Through your defense training you have managed to use your magic effectively in response to close range attackers and you have learned the ability to strike your enemies with weapon made from pure magic that you are proficient with. As an action, you can spend a 1st level spell slot to create a weapon taking a form of your choosing that lasts for 10 minutes or until dispelled (no action required) and make 1 melee spell attack that deals 1d8 force damage + your Charisma modifier at 1st level and increases as you gain levels in the sorcerer class (1d8 at 1st level, 2d8 at 7th level, and 4d8 at 15th level). Additionally, you have a +1 bonus to your AC while your Spellblade is manifested.
At 7th level, you can make 2 attacks as part of your Attack action on your turn and if you spend 2 sorcery points you create a field of gravity that reduces the movement speed of any creature of Huge or smaller size by 10ft until your manifestation ends.
Smite Infusion
At 6th level, you have learned to combine your melee abilities with your spellcasting, you can now cast through your weapon in tandem with merging the magic of your blade and the elements. You gain the ability to use any simple weapon or your Spellblade as a spellcasting focus to cast your sorcerer spells. When you gain this feature and at higher levels, you can choose up to 4 elements to merge with your weapon (1 element at 6th level, 2 elements at 11th level, 3 elements at 15th level, and 4 elements at 18th level).
Magical Smites. You gain access to the following smite spells to further increase your damage output as a Spellblade: blinding smite, staggering smite, banishing smite. These spells can be used with your Spellblade as the weapon.
Elemental Infusion. As a bonus action you can spend 1 sorcery point to merge your weapon with the magic of the elements gaining 1d6 extra damage of your choice of one of the following: fire, lightning, or cold. As you gain more levels in this subclass, you learn more elements to merge with your weapon (Fire, lightning, cold at 6th level, acid and poison at 11th level, radiant and necrotic at 15th level) and this lasts for 1 minute. You can use this a number of times equal to your proficiency bonus, regain all expended uses after a long rest.
Acid Element
As a bonus action you can choose to merge your weapon with the magic of the elements gaining 1d6 extra acid damage and any creature hit that is wearing armor or wielding a shield must make a DEX saving throw equal to your spell save DC, on a fail their armor or shield lose 1 AC that is granted by that piece of equipment. If this reduces the armor or shield to grant 0 AC or less, the armor or shield is destroyed beyond nonmagical repair.
Cold Element
As a bonus action you can choose to merge your weapon with the magic of the elements gaining 1d6 extra cold damage and reduce the movement speed of any creature hit by 10ft until the start of your next turn.
Fire Element
As a bonus action you can choose to merge your weapon with the magic of the elements gaining 1d6 extra fire damage and dealing another 1d6 fire damage each turn for 1 minute or until the creature extinguishes the flames as an action.
Lightning Element
As a bonus action you can choose to merge your weapon with the magic of the elements gaining 1d6 extra lightning damage and any creature hit must make a CON saving throw equal to your spell save DC, if it fails the creature can only take an action or bonus action, not both, and cant take any reactions until the start of your next turn.
Necrotic Element
As a bonus action you can choose to merge your weapon with the magic of the elements gaining 1d6 extra necrotic damage and any creature hit can't regain hitpoints until the start of your next turn.
Poison Element
As a bonus action you can choose to merge your weapon with the magic of the elements gaining 1d6 extra poison damage and any creature hit must succeed on a CON saving throw equal to your spell save DC or be poisoned for 1 minute.
Radiant Element
As a bonus action you can choose to merge your weapon with the magic of the elements gaining 1d6 extra radiant damage and any creature that is a fiend or undead takes another 2d6 radiant damage.
SpellShield
At 6th level, you have learned that magic is not only for offense but also defense. As a reaction when you are hit by a melee attack, spell attack or fail a saving throw, you can choose one of the following magical shields to appear:
Shield of Elemental Absorption. This ability absorbs Force, Thunder, Fire, Cold, Lightning, Poison, Necrotic, and Radiant damage. When you are hit by an effect with the previous named types, you can spend 2 sorcery points to gain resistance to that spell's damage type until the start of your next turn. During your next turn after using this shield, you can spend an additional sorcery point to add an extra 1d6 damage to your next Spellblade Strike and you can choose to change your Spellblade damage type from Force to that of the absorbed attack.
Shield of Invulnerability. This ability negates Bludgeoning, Piercing, and Slashing damage. When you are hit with a melee weapon attack, you can spend 2 sorcery points to gain immunity to that damage type until the start of your next turn. You may spend an additional sorcery point to extend this benefit to 1 ally within 40ft of you.
Flurry of Blades
At 14th level, your reach with your Spellblade increases to 10ft while you have it manifested and you can spend 4 sorcery points to attack 1 extra time with your Spellblade Strike and you can choose to spend an additional 3 sorcery points to increase the effect of your gravity field during Spellblade Manifestation by 5ft but never exceeding 15ft, once per turn. You also gain an additional +1 to your AC while your Spellblade is manifested.
Weapon of Arcane Might
At 18th level, you can spend spell slots to empower your weapon with arcane energy. You may only do so when you manifest your Spellblade and this feature lasts until the end of your current manifestation. Each effect requires spending a spell slot of the corresponding level. Additionally, you can boost your weapon to make one single devastating strike.
Amplified Spellblade. By spending 10 sorcery points, as an action you can forego your attacks with your Spellblade Strike for one single destructive attack that has a range of 15ft, hits 2 enemies that are within 5ft of each other, and deals double the damage of Spellblade Strike (8d8). You may use your Elemental Infusion bonus action with this attack.
Spell Slot Effect
1st level Manifest Spellblade
2nd level When you successfully hit with an attack, after damage, you can use your bonus action to teleport up to 20ft away to an unoccupied space that you can see.
3rd level All damage die from your Spellblade now increase from d8 to d10.
4th level You may cast any smite spell without expending a spell slot.
5th level You may cast any spell without expending a spell slot.
6th level When you successfully hit with an attack, you regain 1d6 sorcery points.
7th level When you successfully hit with an attack, you regain 2d6 hitpoints.
8th level When you successfully hit with an attack, you regain 1d8 spell slots that equal up to 8 total spell level (levels 1-8).
9th level When you successfully hit with an attack, if the creature has 100 current hitpoints or fewer it must make a CON saving throw equal to your spell save DC or it is instantly disintegrated.







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Posted Jul 25, 2023thanks man hope everybody else feels the same
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Posted Jul 25, 20239 out of 10, plays well with sorcerer class