Sorcerer
Base Class: Sorcerer

Kings, warriors, and heroes alike have come to be known for many of their aspects. The weapons they wield are one such part of their being that, in one way or another, carries both their stories and their souls through time.

You call upon the ancient blades of your lineage to fall upon your foes and control the battlefield. Their might brings you victory, your victory furthers your story, and your story carries on their legacy.

Ancient Arsenal

You can call upon your ancestors’ weapons to aid you in battle.

As a bonus action, you can summon a number of Melee Weapons equal to your Proficiency Bonus either in your hand or an unoccupied space you can see within 30 feet of you. While summoned, you gain proficiency with these weapons. As a free action, you can command your Summoned Weapons to move in any direction to an unoccupied space within 30 feet of them. The Summoned Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

As an action, you can command one of your Summoned Weapons to Attack a target within their range. The attack acts as a Spell Attack, using you Charisma modifier. The damage die is equal to the weapon type’s (2d6 for Greatsword, 1d10 for Longsword, etc). You add your Charisma modifier to the damage roll.

If you make an attack with a Summoned Weapon as an Action, you can use your Bonus Action to make an Attack with a different Summoned Weapon.

If you make a Melee Attack using a Summoned Weapon you are holding, you can attack with another Summoned Weapon that you are not holding. This counts as an Extra Attack, and does not use your Bonus Action. If this attack is made against the creature your Melee Attack was against, the addition attack has Advantage.

Your Summoned Weapons remain for 1 minute, unless you use a Bonus Action to dismiss them early. If a Summoned Weapon is more than 30 feet away from you when you end your turn, it disappears and cannot be resummoned until you use Ancestral Armory again.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

When you gain access to Sorcery Points at 2nd level, you can use 1 Sorcery Point whenever you use the Ancient Arsenal feature to cast Mage Armor on yourself without spending a spell slot.

Sword Step

You can use your Bonus Action to teleport to a Summoned Weapon you can see. You can not teleport to the same Summoned Weapon again for 1 minute.

Whenever you cast a sorcerer spell on your turn, you can cast it as if you were in the Summoned Weapon’s space, instead of your own. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Ordnance Onslaught

As an Action, you can command all your Summoned Weapons to attack all at once. They can attack separate targets or the same target. These attacks do not add your Charisma modifier to the damage.

After using this ability, your Summoned Weapons vanish. You can not use Ancient Arsenal again for 1 minute unless you spend a number of Sorcery Points equal to how many Summoned Weapons you used.

King’s Treasury

When you use the Ancient Arsenal feature, you can choose a number of weapons you can see within 30 feet of you equal to your Charisma modifier. Copies of those weapons are then summoned as additional Summoned Weapons.

You can use this feature once per short rest.

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