Base Class: Sorcerer
The Soulblade consists of channeling an ancient power within you, manifesing it through a weapon of war that is infused to your very soul.
Perhaps a god has chosen you to be their champion and do a divine task, or you have found to have such innate capacity due to your bloodline. Either way, your soul is a weapon, and you hone it to become stronger as your path unfolds.
Legendary Origins
Roll a d6 to determine how your power awakened, or create your own. Flavor is free.
d6 Origin
1 You found a sword in a stone. You pulled it out and unlocked an amazing power within you.
2 You are the reincarnated soul of a lost hero.
3 A god has chosen you for an epic task.
4 Your blade is a manifestation of your soul.
5 A fey gifted you with a beautiful and powerful weapon.
6 In a moment of desperation, a mysterious weapon appeared in your hands.
Level 1: Legendary Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the table. Each of these spells counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the sorcerer, wizard or paladin spell list.
Legendary Spells
Sorcerer Level Spells
1st Compelled Duel, Wrathful Smite
3rd Magic Weapon, Spiritual Weapon
5th Elemental Weapon, Crusader's Mantle
7th Aura of Purity, Staggering Smite
9th Holy Weapon, Steel Wind Strike
Level 1: Chosen Blade
At 1st level, you have learned how to manifest a magical weapon. As an action, you can summon this weapon to your hand. You can choose the appearance of the summoned weapon, but it counts as a simple melee weapon worth 1 sp that you are proficient with. It deals 1d6 radiant damage on a hit. This damage increases as you reach certain levels in this class, to 1d8 at 6th, 1d10 at 14th and 1d12 at 18th level. You use your Charisma instead of your Strength for attack and damage rolls you make with this weapon. You can use your Chosen Blade as your spellcasting focus. You can dismiss it as a bonus action, making it disappear. If another creature tries to pick up your blade, it disappears unless you stabbed it into the ground, in which case only you can lift it.
At 6th level, you can also absorb the magic of one magic melee weapon into your chosen blade by performing a 1 hour ritual while holding the weapon. Your chosen blade gains all magical properties of the other weapon but retains its own shape (e.g., +1 is a magic property, reach is not). The absorbed weapon loses all magic properties until your chosen blade absorbs the magic of another weapon. Your chosen blade can only retain the magic properties of one weapon at a time.
Level 1: Armor of Light
Also at 1st level, you learn the Mage Armor spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it on yourself by spending 1 or more sorcery points instead of expending a spell slot. When you cast it this way, you gain a number of temporary hitpoints equal to the number of sorcery points you spent plus your Sorcerer level. Once you've cast this spell this way, you can't do so by spending sorcery points again until you finish a short or long rest.
Level 6: Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, if you hit a creature with a weapon attack using your chosen blade with your first attack, you can then cast a cantrip with a casting time of 1 action instead of making a second weapon attack.
Level 14: Punishing Blade
Starting at 14th level, your blade becomes more dangerous. Whenever you hit a creature with a weapon attack with your chosen blade, you can spend 1 sorcery point. If you do, the creature has disadvantage on saving throws made against your spells until the end of your next turn.
Level 18: Chosen Soul
Starting at 18th level, you may unleash the warrior within you. As a bonus action or whenever you summon your chosen blade, you can choose to become an avatar of war. You gain the following benefits for 1 minute:
Attacks with your chosen blade score critical hits on 18-20 results, and deal 3d12 radiant damage instead of 1d12 damage.
Whenever you would be able to cast a cantrip instead of making a weapon attack, you may cast a spell of 1st level or higher with a casting time of 1 action instead.
Once you have entered into this state, you cannot do so again until you have finished a long rest, unless you spend 5 sorcery points to do so.
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