Sorcerer
Base Class: Sorcerer

As a Legendary Arms Sorcerer, you have access to one of the infinite number of legendary weapons in the D&d multiverse, and this weapon is what unlocks you and the previous bearer's magic. You may have gained this armament as a family heirloom, been chosen at a young age to wield the weapon, or simply have found it lying in stone.

Legendary Arms Sorcerers carry their weapons with a grace and proficiency that only one born to wield the artifact could muster. They eloquently weave their magics into their assaults, making a deadly threat from all ranges.

Ancient Armament

1st-level Legendary Arms Feature

At 1st level, you gain a legendary weapon. This weapon can be of any weapon type, and is considered a magic weapon, although it retains the base damage for that weapon type. When attacking with this weapon, add your Charisma modifier to the damage and attack roll, instead of Strength and Dexterity.  It also acts as an arcane focus.

The weapon is bonded to your soul, allowing you to summon it to your hand, as long as it's in the same plane, using a bonus action. Once in your hand, it cannot be disarmed by any outside forces unless you are incapacitated, dead, or have given the outside force permission to  hold the weapon. Using a bonus action, you can also dismiss the weapon, either sending it to another plane of existence, into a pocket dimension, or by any other means that remove the armament from the current area.

Trained For Greatness

1st-Level Legendary Arms Feature

You gain proficiency with light armor, simple weapons, and one martial weapon of your choice.

You also gain proficiency in Athletics, if you weren’t proficient in it before.

Extension of You

6th-level Legendary Arms Feature

As your connection with your weapon deepens, you learn to weave your spellcasting directly into your armament. As a bonus action, you can choose a spell in your arsenal, then use a number of sorcerer points equal to twice the level of the spell to infuse it into your next attack (cantrips use 1 point). When you next attack with your weapon, you can add the spell’s damage die and damage type to your damage rolls (i.e, if a legendary arms sorcerer with a short sword put a 3rd level fireball into their attack, they would do 1d6 slashing+Charisma modifier+8d6 fire damage.) After the damage has been delivered, the spell dissipates, and you use the spell slot that would have been used if you cast the spell normally.

(NOTE: This ability proved exceedingly difficult to put into D&d beyond, and it's above my current skill with the program. Using this ability may require some manual inputs in order for it to work.)

Extra Attack

6th-Level Legendary Arms Feature

You gain an extra attack action you can use every turn.

Ancestral Aegis

14th-Level Legendary Arms Feature

Your connection to your weapon has become an almost symbiotic relationship. As a reaction, when an enemy uses an attack with an elemental charge to it, you can choose to have your weapon absorb the elemental damage, eliminating the incoming damage and adding it to its own damage die on the next weapon attack. This effect can only be used once per short rest.

Unfolding Legend

14th-level Legendary Arms Feature

Your legend with your blade has been spread far and wide across the realm. At any point, if you say the name of your weapon aloud, you can force all enemies with 60ft of you to make a wisdom check in order to not become frightened by your presence. This can be done once per short rest.

True Bond

18th-Level Legendary Arms Feature

Your bond with your weapon has now allowed you to use its power to its full potential. As an action, you can 1 or more sorcerer points to gain the following abilities for 1 hour. For every sorcerer point you spend you gain 1 extra ability. After the hour has passed, you can no longer use this ability until your next long rest.

Elemental Bond

You learn to change the weapon's elemental affinity at will. As a bonus action, you can change the damage type of your next attack to be one of the different elements. This can be used in conjunction with Extension of You.

Polymorphic Bond

You gain the ability to change your weapons form. As an action you can change the weapon type of your weapon to be any other kind of weapon you are proficient in. Changing the weapon type is not permanent, and it will revert back to its natural form in an hour, if you are incapacitated, or dead.

Telekinetic Bond

You gain the power to telepathically control your weapon. As a bonus action, you can increase your melee attack reach to 15 feet from all directions, as well as changing the damage of the base attack to psychic damage. This ability does require concentration to be kept the entire way through, or else the weapon loses these effects.

Teleporting Bond

You learn to displace your body to reach your weapon. When you throw the weapon, you can choose to teleport to its location and make a melee attack. You must have a clear line of sight to your weapon, and can be done at any point in the throw. (note: if your weapon is a ranged weapon, this applies to any ranged attack made with that weapon.)

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