Elemental Weapon Master (Sorcerer) Image
Prerequisite: The ability to cast spells and a Charisma score of 15 or higher.
 

Innumerable hours delving into the intricacies of elemental magic, coupled with specialized martial training, has granted you remarkable new ways to wield your elemental gifts. As a bonus action, you call upon the elements, exert your will, and reshape the primordial energies into a melee or ranged Elemental Weapon of your choice. The summoned weapon's specific appearance and elemental type is chosen at the time of summoning, but subsequent bonus actions can be used to reshape it into a different weapon type. You are proficient with this weapon for the duration and use Charisma for attack and damage calculations.  

  • Your Charisma score increases by 1 point, to a maximum of 20.
  • Elemental Weapons deal 1d10 points of damage of the chosen elemental type. This damage increases to: (2d10) at 5th level, (3d10) at 11th level, and (4d10) at 17th level. 
  • The Elemental Weapon remains in existence until dismissed, or if it remains out of the caster's grasp for longer than 1 round.
    • Ranged Elemental Weapons, such as bows, are summoned with ammunition, which materializes when the attack is made (e.g., an arrow manifests when you draw back its bowstring). The weapon's range, however, is limited to 120 feet.
    • Melee Elemental Weapons, can possess the same properties as their mundane counterparts (e.g., versatile, thrown or reach), but are composed entirely of solid elemental energy.

Multiple Attacks: Features like Two-Weapon Fighting, or the Dual Wielding feat, which grant additional attacks, allow you to wield an Elemental Weapon in each hand. You must, however,  spend a bonus action or action, to summon a second Elemental Weapon, and the number of attacks you can take with a subsequent bonus action, remains limited to one.

Previous Versions

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4/4/2019 6:00:28 PM
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Elemental Weapon Master (Sorcerer) Image

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