Sorcerer
Base Class: Sorcerer

Hexblade Warlocks aren't the only ones who harbour the ability to meld magic and metal into one fighting style. Weapon Sorcerers are part weapon themselves, their body can shift into a weapon of their choice and be wielded by another creature. Usually, they swear themselves to an owner, almost in a similar style to the pact between Hexblade Warlock and their weapon, or maybe taking a Paladin oath that ties them to a close friend or ally, vowing to protect their wielder at all costs, but it's not required. They're more than capable of being their own entity if they see fit, but when the going gets tough and the Barbarian has broken their axe, the Weapon Sorcerer can help you out.

Forge Shape

Starting at 1st level, you can use a bonus action to turn into a weapon of your choice. The weapon can either be simple or martial, but it has to be a melee weapon. You can use Forge Shape twice per short rest. When using Forge Shape, you can choose any creature with an available hand within 30 feet of you. You will magically appear within this creature’s available hand upon transforming into your magic weapon.

While in Forge Shape, you can the following traits:

  • You have health equal to five times your Sorcerer level. Upon reaching 0 hit points while in Forge Shape, you exit Forge Shape and revert to your main form.
  • You gain resistance to slashing, piercing and bludgeoning damage.
  • All damage dealt by weapon attacks made using your Forge Shape are magical.
  • You can communicate telepathically with any creature that is wielding you.
  • Your proficiency bonus and your Charisma modifier are added to attack rolls made with your Forge Shape on top of any modifiers your wielder would normally have when wielding this weapon. Your Charisma modifier also gets added to the damage total on top of your wielder’s appropriate modifier.
  • Actions:
    • Attack: You can make the creature wielding you take an attack towards a creature within range of them. You cannot do this if you are not being wielded by a creature.
    • Help: You can take the help action any time the creature wielding you can be helped.
    • Spells: You can cast non-damaging spells without somatic and verbal components. For material components, you still need them. However, you don’t need to hold them. Simply having them in your inventory will allow you to use them.
    • Transform: You can take an action to end your transformation early.

Upon dying in your humanoid form, you transform into your Forge Shape and will remain in it unless a revival spell is cast on you.

Soul Brand

As an action you can partially transform your body into a weapon.

  • One or both of your arms can transform into melee weapons. You can produce two one handed weapons or combine both of your arms into a single two-handed weapon.
  • You are proficient with any weapon you create. 
  • You use your charisma modifier instead of strength or dexterity for attack and damage rolls with the weapons.
  • You can use any weapon you create as a spellcasting focus.

Spellsword Strike

When your Forge Shape is used to make a weapon attack, you can use your reaction to cast a spell that has a casting time of 1 action. The spell must target the creature or object your wielder attacked. For this casting, you do not need to provide verbal or somatic components. If the spell would consume a material component, you must have that component in your possession and it is consumed as normal, but you do not need to hold it while casting the spell.

Devotion

Upon reaching 14th level, you choose one creature to Devote yourself to. You can still be wielded by any creature, but you gain extra benefits with the creature you bond yourself with.

The following benefits only apply when being wielded by the creature you have chosen for your bond.

  • Attacks made with your Forge Shape will critically hit on a 19 or higher.
  • Critical hits made with your Forge Shape will deal triple damage.
  • When the creature wielding you uses an action on their turn, you can use your reaction to give them an extra action at the cost of 3 Sorcery Points.
  • If reduced to 0 hit points, attacks made against your wielder will be made with disadvantage as long as they were wielding you when they went unconscious.

If the wielder you are bonded with dies, you take 4d8 Psychic damage and are unable to Devote yourself to another ally for 1 month.

Soul Synergy

Rising Synergy state

On your turn, you can expend 10 Sorcery Points while in Forge Shape to use your action to telepathically reach out to the creature wielding you. On their turn, they can use their action to take your offer. Both you and your wielder will enter the Rising Synergy state for the next 1d4 rounds, inducing the following penalty:

  • Both of you will be unable to take any actions, bonus actions or reactions
  • Your wielder’s speed is halved.
  • Your wielder taking damage of any kind cancels the Rising Synergy state early.

Unleashed Synergy state

If you successfully charge Rising Synergy without taking damage, the Rising Synergy state ends and the Unleashed Synergy state begins. While in Unleashed Synergy, you and your wielder gain the following traits.

  • Your wielder’s speed is doubled.
  • Your wielder’s attacks made with your Forge Shape have their range doubled.
  • Your wielder’s attacks made with your Forge Shape deal an extra 3d10 damage. You choose the damage type upon reaching level 18 and can change it during a long rest.
  • Unleashed Synergy ends after a minute or upon you or your wielder taking the attack action. Rolling a critical hit extends Unleashed Synergy’s duration for one more attack or one more minute.

Devotion Bonus

  • While being wielded by a creature you are bonded with, they have the option to take an action on their turn to initiate Soul Synergy instead of you being required to reach out to them. You still have to agree on your turn.
  • The Rising Synergy stage lasts half the time, to a minimum of 1 round.
  • Attacks made with Forge Shape now have triple the range instead of double.
  • Extra elemental damage is now 5d10 instead of 3d10.
  • If you fall to 0 hit points outside of your Forge Shape, you can expend your reaction to forgo your Death Saves to transform into your Forge Shape one last time. You warp to your bonded ally no matter where they are and both of you instantly enter Unleashed Synergy. When Unleashed Synergy ends, you exit your Forge Shape and appear on the ground next to your ally, dead. Normal revival rules apply.

Soul Synergy can be used twice per long rest. You do not need to expend one of these uses if you’re entering Soul Synergy from falling to 0 hit points.

Previous Versions

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