Sorcerer
Base Class: Sorcerer

You have the ability to tap into the dreams of smiths and warriors and create weapons from beyond.

The Sword

Starting at 1st level you can add up to three weapons to your Arsenal when you finish a long rest.
You become proficient with these weapons and they lose the ammunition, heavy and loading properties for you.

You can summon them as if you were drawing a weapon normally. You cannot be disarmed as these weapons act as an extension from you.
Regardless of form these weapons always deal 1d8 force damage.

Upon reaching 2nd Level, when you hit with a Weapon of the Arsenal attack you can fuel the weapon with your sorcerous power.
Spending one Sorcery point you can add one charge to one Weapon of the Arsenal you are wielding.
Your Weapons of the Arsenal can only sustain charges up to a number of half your level (rounded down)
Each charge causes the weapon to deal an additional 1d6 of force damage.

This charges last until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn.

The Shield

Starting at 1st level you can conjure shields of aeons past to soften blows meant for you.

In response to taking damage you can use your reaction and 2 Sorcery points to reduce the damage dealt by a number of d6s times twice your Charisma Modifier.

Additionally your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. 

Bonus Proficiencies

You gain proficiency in Smith's Tools as well as Medium Armor and Shields

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The Gifts of the Past

Your arsenal knows no bounds, starting at 14th level you can access any type of weapon.

You can additionally pass out one of your weapons to a creature you choose.
That creature has to attune to it for them to be able to use it as a weapon.

Once attuned, they become Proficient with the weapon and ignore any ammunition, heavy and loading properties.
They add any additional damage granted from your Edge of the Ages to their attacks but cannot increase the damage when hitting a target.

Warrior of an Era

When reaching 18th Level you can spend 1 minute to expend 6 Sorcery points and gain the Following features;

You have advantage when attacking with weapons from your Arsenal.
When spending Sorcery points for your Edge of the Ages feature the die sizes go up by 2.
You gain an Armor Class of 20 if it isn't higher already.
As spectral weapons fly from and around you you can designate any number of creatures within 10ft of you, these creatures must succeed on a Dexterity Saving Throw against your Spell DC or take 3d6 magical Bludgeoning, Piercing or Slashing damage (your choice).

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