So, of the 3 main arcane caster; Warlock, Sorcerer, and Wizard, there are weapon-user subclasses for both the Warlock and Wizard. There's the Bladesinger and Hexblade, and awhile back there was a pseudo-melee weapon sorcerer in the Giant Soul Sorcerer subclass. The Giant Soul Sorcerer was eventually abandoned and turned into the Rune Knight Fighter subclass, which left sorcerers behind in regards to weapon fighting.
So, what are some ideas for possible sorcerers that use weapons? I'd love to hear any thoughts you have on this concept, whether or not it should exist, and how you would execute this concept.
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Funny you should mention, two days ago I started fiddling with the Sorcerous Origin of “The Desire for an OP Gish” I gave it the “Pact Magic” and “Hex Warrior” class features so it has extra spell slots to burn and weapon proficiencies can use Cha for melee just like the Hexblade. Gonna give them Paladin Smites as well, and Magical Secrets, and natural armor, and Spell Mastery too so nobody even has to Multiclass to be the worst person ever.
Fitting with the naming convention, it'd have to have blade in the name, and a Melee Sorc would be fun. How about blade-bound (bit of a rip off I know)
Being able to spend Sorcery Points to add a damage die of the current weapon to the damage on a hit.
Also have a way to spend them defensively, like in improved shield spell that costs 1 sorc point but if you still get hit you add half the damage you take to your next hit
Hmm seems a bit too strong (or not, since they are long rest resources) , but I like the idea of using the way that Sorc can eat spell slots to fuel your melee damage.
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
What if it was something similar to monks, a take on the draconic bloodline where they gain some physical dragon properties, claws/talons that progressively do more damage like a monks unarmed strikes? Since they already have sorcery points, similar to ki, they could gain some martial abilities that use sorcery points.
Bloodline of the Valkyrie would be an idea. Maybe unique to female characters.
I typically don't like limiting subclasses by race or gender, but that could work. I'd see valkyries more as Paladins, but I guess Sorcerer could work.
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Please check out my homebrew, I would appreciate feedback:
What if it was something similar to monks, a take on the draconic bloodline where they gain some physical dragon properties, claws/talons that progressively do more damage like a monks unarmed strikes? Since they already have sorcery points, similar to ki, they could gain some martial abilities that use sorcery points.
They would have to be more powerful than Ki though since Monks get theirs back on a Short Rest... which would overshadow Monks a bit.
Also Dragons has been done by Sorcs... and Giants (though not anymore). I think the thing with Sorcs is that is has to blend with an element of existing strong magic in the world/s...
Could be an Esper, with a physical focus for the psychic powers - and getting a Sorc Point discount on Silent Spell?
Also an interesting mechanic for a melee sorc: modifying the bonus action to turn a spell slot into sorc points to also gain an AC bonus or Temp Hit Points when you do it...
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
I'd argue that the intention was for the Storm Sorcerer to fulfill this niche, given the need to be within 10 feet of baddies to trigger it's 6th level lightning damage feature. But then it can't be triggered by Cantrips, like Booming Blade, so that kinda goes back out the window.
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. Beginning at 6th level, you can use your Sorcerous Recovery twice. When you finish a long rest, you regain your expended uses.
Sorcerous Resilience
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren't wearing armor, your AC equals 10 + your Charisma modifier + your Dexterity modifier.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for a fight. You gain proficiency with shields, and simple weapons.
You can also mystically channel your will through weapons. Whenever you finish a long rest, you can touch any number of weapons that you are proficient with and that lack the two-handed property. When you attack with those weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
In addition, Eldritch Blast and Hex count as Sorcerer spells for you, and when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the paladin spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Sorcerous Smite
Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one sorcery point to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 1d8, plus 1d8 for each additional sorcery point to a maximum of 5d8.
Sorcerous Secrets
At 14th level, you learn three spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip. The chosen spells count as sorcerer spells for you but don’t count against the number of sorcerer spells you know.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level that you could know. These spells do not count against your number of spells known. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
At the end of a Long Rest, you can exchange one or both of the spells you chose for different spells of the same levels.
Stone Sorcery from the elemental sorcery UA that was released a good while back seems like the closest thing to a Sorc equivalent to Hexblade and Bladesinger. It gave proficiency in martial weapons and shield, and had a lot of features that buffed up hand to hand combat.
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. Beginning at 6th level, you can use your Sorcerous Recovery twice. When you finish a long rest, you regain your expended uses.
Sorcerous Resilience
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren't wearing armor, your AC equals 10 + your Charisma modifier + your Dexterity modifier.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for a fight. You gain proficiency with shields, and simple weapons.
You can also mystically channel your will through weapons. Whenever you finish a long rest, you can touch any number of weapons that you are proficient with and that lack the two-handed property. When you attack with those weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
In addition, Eldritch Blast and Hex count as Sorcerer spells for you, and when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the paladin spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Sorcerous Smite
Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one sorcery point to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 1d8, plus 1d8 for each additional sorcery point to a maximum of 5d8.
Sorcerous Secrets
At 14th level, you learn three spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip. The chosen spells count as sorcerer spells for you but don’t count against the number of sorcerer spells you know.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level that you could know. These spells do not count against your number of spells known. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
At the end of a Long Rest, you can exchange one or both of the spells you chose for different spells of the same levels.
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. Beginning at 6th level, you can use your Sorcerous Recovery twice. When you finish a long rest, you regain your expended uses.
Sorcerous Resilience
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren't wearing armor, your AC equals 10 + your Charisma modifier + your Dexterity modifier.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for a fight. You gain proficiency with shields, and simple weapons.
You can also mystically channel your will through weapons. Whenever you finish a long rest, you can touch any number of weapons that you are proficient with and that lack the two-handed property. When you attack with those weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
In addition, Eldritch Blast and Hex count as Sorcerer spells for you, and when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the paladin spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Sorcerous Smite
Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one sorcery point to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 1d8, plus 1d8 for each additional sorcery point to a maximum of 5d8.
Sorcerous Secrets
At 14th level, you learn three spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip. The chosen spells count as sorcerer spells for you but don’t count against the number of sorcerer spells you know.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level that you could know. These spells do not count against your number of spells known. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
At the end of a Long Rest, you can exchange one or both of the spells you chose for different spells of the same levels.
In seriousness, I had a half-baked idea for a "Royal Bloodline" subclass once that was loosely inspired by the Oath of the Crown Paladin. Perhaps I could take that up again and see what comes out...
In seriousness, I had a half-baked idea for a "Royal Bloodline" subclass once that was loosely inspired by the Oath of the Crown Paladin. Perhaps I could take that up again and see what comes out...
In seriousness, I had a half-baked idea for a "Royal Bloodline" subclass once that was loosely inspired by the Oath of the Crown Paladin. Perhaps I could take that up again and see what comes out...
Sounds like the most stuck-up noble ever. Could be fun to roleplay.
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Please check out my homebrew, I would appreciate feedback:
Which is a shame really as otherwise my storm themed Gish character would totally have been a storm sorcerer.
Would that be all it takes to "fix" the build? Allowing Cantrips to trigger Heart of the Storm? Or would you also want Tempestuous Magic to scale at some level to 20 feet?
Bloodline of the Valkyrie would be an idea. Maybe unique to female characters.
I typically don't like limiting subclasses by race or gender, but that could work. I'd see valkyries more as Paladins, but I guess Sorcerer could work.
I didn't mean to imply that the sorcerers were Valkyries. More that the Valkyries being the messengers and warrior maidens of Norse Mythology, perhaps if this were the basis of an ancient people in the D&D world, there may be a bloodline of Valkyries which is passed on resulting in magical powers ala the Sorcerer class in 5E.
Another idea might be a mythical bloodline of Achilles or Heracles which could, of course, be of either gender.
Bloodline of the Valkyrie would be an idea. Maybe unique to female characters.
I typically don't like limiting subclasses by race or gender, but that could work. I'd see valkyries more as Paladins, but I guess Sorcerer could work.
I didn't mean to imply that the sorcerers were Valkyries. More that the Valkyries being the messengers and warrior maidens of Norse Mythology, perhaps if this were the basis of an ancient people in the D&D world, there may be a bloodline of Valkyries which is passed on resulting in magical powers ala the Sorcerer class in 5E.
Another idea might be a mythical bloodline of Achilles or Heracles which could, of course, be of either gender.
Oh, yeah. Greek Heroes could be a cool subclass, but I'm not sure how that could be executed. The Heroism/Glory paladin woudl probably work better to play Achilles or Heracles, but maybe the bloodline of them could be different.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
So, of the 3 main arcane caster; Warlock, Sorcerer, and Wizard, there are weapon-user subclasses for both the Warlock and Wizard. There's the Bladesinger and Hexblade, and awhile back there was a pseudo-melee weapon sorcerer in the Giant Soul Sorcerer subclass. The Giant Soul Sorcerer was eventually abandoned and turned into the Rune Knight Fighter subclass, which left sorcerers behind in regards to weapon fighting.
So, what are some ideas for possible sorcerers that use weapons? I'd love to hear any thoughts you have on this concept, whether or not it should exist, and how you would execute this concept.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Funny you should mention, two days ago I started fiddling with the Sorcerous Origin of “The Desire for an OP Gish” I gave it the “Pact Magic” and “Hex Warrior” class features so it has extra spell slots to burn and weapon proficiencies can use Cha for melee just like the Hexblade. Gonna give them Paladin Smites as well, and Magical Secrets, and natural armor, and Spell Mastery too so nobody even has to Multiclass to be the worst person ever.
Creating Epic Boons on DDB
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Fitting with the naming convention, it'd have to have blade in the name, and a Melee Sorc would be fun. How about blade-bound (bit of a rip off I know)
Hmm seems a bit too strong (or not, since they are long rest resources) , but I like the idea of using the way that Sorc can eat spell slots to fuel your melee damage.
What if it was something similar to monks, a take on the draconic bloodline where they gain some physical dragon properties, claws/talons that progressively do more damage like a monks unarmed strikes? Since they already have sorcery points, similar to ki, they could gain some martial abilities that use sorcery points.
Bloodline of the Valkyrie would be an idea. Maybe unique to female characters.
I typically don't like limiting subclasses by race or gender, but that could work. I'd see valkyries more as Paladins, but I guess Sorcerer could work.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
They would have to be more powerful than Ki though since Monks get theirs back on a Short Rest... which would overshadow Monks a bit.
Also Dragons has been done by Sorcs... and Giants (though not anymore). I think the thing with Sorcs is that is has to blend with an element of existing strong magic in the world/s...
Could be an Esper, with a physical focus for the psychic powers - and getting a Sorc Point discount on Silent Spell?
Also an interesting mechanic for a melee sorc: modifying the bonus action to turn a spell slot into sorc points to also gain an AC bonus or Temp Hit Points when you do it...
I'd argue that the intention was for the Storm Sorcerer to fulfill this niche, given the need to be within 10 feet of baddies to trigger it's 6th level lightning damage feature. But then it can't be triggered by Cantrips, like Booming Blade, so that kinda goes back out the window.
Which is a shame really as otherwise my storm themed Gish character would totally have been a storm sorcerer.
The Gishlord Origin
https://www.dndbeyond.com/profile/IamSposta/characters/29184970
You are the ultimate Gish.
Sorcerous Recovery
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. Beginning at 6th level, you can use your Sorcerous Recovery twice. When you finish a long rest, you regain your expended uses.
Sorcerous Resilience
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren't wearing armor, your AC equals 10 + your Charisma modifier + your Dexterity modifier.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for a fight. You gain proficiency with shields, and simple weapons.
You can also mystically channel your will through weapons. Whenever you finish a long rest, you can touch any number of weapons that you are proficient with and that lack the two-handed property. When you attack with those weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
In addition, Eldritch Blast and Hex count as Sorcerer spells for you, and when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the paladin spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Sorcerous Smite
Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one sorcery point to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 1d8, plus 1d8 for each additional sorcery point to a maximum of 5d8.
Sorcerous Secrets
At 14th level, you learn three spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip. The chosen spells count as sorcerer spells for you but don’t count against the number of sorcerer spells you know.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level that you could know. These spells do not count against your number of spells known. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
At the end of a Long Rest, you can exchange one or both of the spells you chose for different spells of the same levels.
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Stone Sorcery from the elemental sorcery UA that was released a good while back seems like the closest thing to a Sorc equivalent to Hexblade and Bladesinger. It gave proficiency in martial weapons and shield, and had a lot of features that buffed up hand to hand combat.
Hombrew: Way of Wresting, Circle of Sacrifice
So we've finally fixed Sorcerers, eh?
I’m just that damned good.
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In seriousness, I had a half-baked idea for a "Royal Bloodline" subclass once that was loosely inspired by the Oath of the Crown Paladin. Perhaps I could take that up again and see what comes out...
That could be cool
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Sounds like the most stuck-up noble ever. Could be fun to roleplay.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Would that be all it takes to "fix" the build? Allowing Cantrips to trigger Heart of the Storm? Or would you also want Tempestuous Magic to scale at some level to 20 feet?
I didn't mean to imply that the sorcerers were Valkyries. More that the Valkyries being the messengers and warrior maidens of Norse Mythology, perhaps if this were the basis of an ancient people in the D&D world, there may be a bloodline of Valkyries which is passed on resulting in magical powers ala the Sorcerer class in 5E.
Another idea might be a mythical bloodline of Achilles or Heracles which could, of course, be of either gender.
Oh, yeah. Greek Heroes could be a cool subclass, but I'm not sure how that could be executed. The Heroism/Glory paladin woudl probably work better to play Achilles or Heracles, but maybe the bloodline of them could be different.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
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