Base Class: Sorcerer
In the arcane tapestry of magic, a rare few sorcerers emerge as true prodigies, seamlessly intertwining the elegance of spellcasting with the precision of martial prowess. These exceptional individuals, known as Spellbound, defy convention by innately mastering the delicate balance between wielding a weapon and channeling the raw forces of magic. This natural affinity regarding arcana and magical knowledge of a weapon carries from member to member within their lineage.
Gifted with an innate understanding of both the arcane and the martial arts, members of a Spellbound bloodline navigate the complexities of spell casting and weaponry with an ease that captivates onlookers. Their every weapon strike is imbued with the crackling energy of arcane power, and in the heat of battle, they weave spells into their combat routine with unparalleled finesse.
Gifted Warrior
At 1st level, you gain proficiency with light and medium armor, as well as a simple or martial weapon of your choice. Additionally, when you attack with this weapon or one conjured by a spell, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls.
Arcane Suffusion
Starting at 1st level, you can channel the arcane energy within you and your blade to enhance your martial abilities. As a bonus action, you can imbue a weapon using Arcane Suffusion which lasts for 1 minute or until you are incapacitated. During Arcane Suffusion, you gain the following benefits:
- You gain a bonus to damage rolls using the suffused weapon. The bonus equals your proficiency bonus.
- If the suffused weapon is a melee weapon it has a 5 feet greater reach than normal. If it is a ranged weapon it ignores the loading property.
- Once per turn, when you hit a creature with the suffused weapon, it is pushed back 10 feet.
You can't use this feature again until you finish a short or long rest.
Arcane Assault
Starting at 6th level, you have honed your ability to seamlessly combine weapon strikes with arcane magic. When you take the Attack action on your turn, you can make one additional weapon attack. Additionally, if you cast a spell with casting time of 1 action on your turn, you can make one weapon attack as a bonus action.
Magical Counter
At 14th level, magic becomes so ingrained with your combat capabilities and your body learns to retaliate with arcane force. When you are hit with an attack, you can use a reaction to cast a spell that has a casting time of 1 action.
Mythical Strike
At 18th level, the magical power coursing through your battle-hardened veins becomes so potent, it can be channeled through your weaponry. When you make a weapon attack, you can expend a spell slot to boost your attack with magical force. The target of your attack takes additional force damage equal to the level of the spell slot expended + your Charisma modifier and must make a Constitution saving throw against your spell save DC. On a failed save, the target is afflicted by the mystic force exerted from your attack for 1 minute. While affected, the target has disadvantage on savings throws against your spells. Once a creature has succeeded or failed the saving throw, they cannot be affected by it again for 24 hours.
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