Base Class: Sorcerer
Some Sorcerer's show off their magical prowess through means such as dragon scales, or dark energies, or even messing with time itself, Spellblades on the other hand choose to show off their magical prowess through swordship. These Ancestral Blades gain the ability to cast their devastating magic through their sword strikes, weakening their targets with every blow, while still being able to devastate their targets with normal ranged magic on top of that.
Spellblade Spells
1st-level Spellblade feature
You have certain spells known after you reach particular levels in this class, as shown in the Spellblade Spells table. These spells count as sorcerer spells for you, but they don’t count against the number of sorcerer spells you know.
Spellblade Spells
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Sorcerer Level |
Spell |
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1st |
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3rd |
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5th |
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7th |
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9th |
Spellweaving Blade
1st-level Spellblade feature
your innate magical ability has learned to affect every weapon you touch. Starting at 1st Level, when you are holding a melee weapon you are proficient with that lacks the two handed property, you can choose to give it the finesse property, this effect lasts until you let go of the weapon.
Arcane Bond
1st-level Spellblade feature
You have learned to place some of your magical power into a weapon. Starting at 1st level, You gain proficiency in martial weapons as well as you can bind your magic to one weapon of your choice over the course of 1 hour. This weapon must be within arms reach throughout the process of binding it to your person.
Once binded to your person this weapon can be used as a spellcasting focus for your sorcerer spells, and gains a bonus to your damage rolls equal to your proficiency modifier. If your bonded weapon is on the same plane of existence, you can use your action on your turn to summon your bonded weapon into your hand. Immediately after making a ranged weapon attack with a weapon with the thrown property, your bonded weapon will teleport back into your hand. When you reach level 6 your bonded weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can only have one weapon bonded to you at a time and to bond a new weapon requires breaking the bond with your first weapon.
Elemental Swordweave
6th-level Spellblade feature
You have learned how to infuse your bonded weapon with arcane elemental magic.
Starting at 6th Level, Whenever you finish a short or long rest, you can choose to add the following damage to your bonded weapon until you choose to end the infusion as a free action: acid, cold, fire, force, lightning, or thunder. When you hit a creature with your bonded weapon you can add damage of the chosen type equal to half of your sorcerer level rounded down. You also gain an effect depending on the infusion chosen.
Acid: when hitting the enemy you can spend one sorcery point to force the creature to make a constitution saving throw, on a failed save the next source of damage they take increases by (2d6)acid damage.
Cold: when hitting the enemy you can spend one sorcery point to lower the creatures movement by 10 feet until the end of your next turn.
Fire: when hitting the enemy you can spend one sorcery point to light the target ablaze forcing them to take (1d10) fire damage every turn until they use an action to put it out
Force: when hitting the enemy you can spend one sorcery point to force the enemy back 10 feet.
Lightning: When hitting the enemy you can spend one sorcery point to force them to make a constitution saving throw. On a failed save they can only use their action or bonus action on their next turn, not both.
Thunder: when hitting the enemy you can spend two sorcery points to choose any number of creatures within 10 feet to take thunder damage equal to your Elemental Swordweave damage.
Martial Magic
14th-level Spellblade feature
starting at 14th level, you've learned to channel your magic into any weapon in your hands. Any weapon you wield is considered to be magical. Whilst wielding a melee weapon, ranged spell attack rolls don't have disadvantage when made against creatures within 5ft. Whilst wielding a ranged weapon, any spell that deals damage and has a range other then self or touch is considered to have the range of your weapon's normal range (unless it's original range would be longer)
Arcane Battle Stance
18th-level Spellblade feature
starting at 18th level, you have learned how to empower yourself with Martial Prowess and Endurance. As a bonus action on your turn you can spend 6 sorcery points to adopt a battle stance for 1 minute. while in this stance you gain the following benefits.
-You gain 60 temporary hit points
-you have advantage on weapon based spell attacks
-When you hit a target with a weapon they take an extra (3d12)force damage
-you have proficiency in strength and dexterity saving throws
Previous Versions
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4/28/2024 11:20:05 PM
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Coming Soon
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