My attempt at a Sorcerer equivalent to the Blade Singers from the Sword Coast book
Battle Born:
Not all Sorcerers are the descendants of legendary creatures. Some are born from the over concentration of magic clashing on the battlefield, thus a Battle Born is manifested. Drawn to the call of battle these Sorcerers focus their magic to increase their martial prowess
Born for Battle:
1st level: Proficiency with martial weapons, and you can add your Charisma modifier to your defense when not wearing armor or wielding a shield
Martial Focus:
1st level: You’ve learned to adapt your skills with a weapon into your spell casting. Starting at 1st level while wielding a martial weapon you may treat it as your spell focus.
Extra Attack:
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Channel Spell:
Starting at 14th level you can channel a spell of 1st level or higher that you can cast into your melee weapon. As an Action, you store a spell into your weapon. The stored spell is cast on the next target that you successfully attack with the weapon, at which point you can expend any Sorcerery Points to apply metamagic (saving throws still apply). Even if the spell normally affects an area or Multiple targets, it affects only the hit target. You can only have 1 spell stored at a time.
Arcane Warrior:
You’ve learned to manipulate the magic inside of you to draw out your full battle prowess. Starting at 18th level you can spend 6 Sorcery points to gain the following for 1 minute:
Resistance to Slashing, Piercing, and Bludgeoning damage
Advantage on attack rolls with martial and simple weapons
Your weapon attacks deal an additional 2d12 force damage.
Advantage on saving throws
Profiency with Strength & Dexterity saving throws
50 temporary hit points
When you take the Attack action on your turn you can attack three times instead of twice.
I like the idea, but I would probably limit the bonuses to one specific, "bonded" weapon. The level 1 feature "Born From Battle" sounds quite powerful with the CHA addition to AC, considering that something similar (the Bladesinging Bladesong for the Wizard) is restricted by having to be activated, lasting 1 minute (which is still more than enough for any combat, usually) and that can be used only twice per short rest.
The first thing that pops into my head is maybe having this tied to the use of Sorcery Points, with the CHA bonus needing to be activated with a bonus action and lasting CHA turns, with the possibility, from lvl 2 ofc, to extend its duration to 1 minute if 1 SP is spent.
Channel Spell is the other feature I can see a bit overpowered. I absolutely love the idea, and was thinking on how-with what class try to implement it myself no later than yesterday, but this version seems a bit too good. There is no real restriction to this, and a 14th level Sorcerer could virtually go around the battlefield dishing out Empowered Fireballs left and right for the whole fight AND imposing disadvantage to the DEX save for free. That seems a bit much, to me at least. I would suggest to take out the automatic disadvantage to saves (you'd have Heightened Spell for that) and the need to activate this at some additional cost, like having to spend Sorcery Points equal to the spell slot used. This would naturally restrict the abuse of this feature, while at the same time making it a tactical choice. "Do I want to dish out a lot of damage to a single target with a huge nova spell-powered attack, putting everything I have in one blow, or should I try to wear it down with smaller spell-powered hits?"
The last feature seems ok, but I feel it might be made a bit better (not sure how atm, in part it depends on what changes you'd be willing to make to the two other features I mentioned).
Overall the idea is interesting, as it seems all casters have a more fencing-oriented subclass except Sorcerer.
I like the idea, but I would probably limit the bonuses to one specific, "bonded" weapon. The level 1 feature "Born From Battle" sounds quite powerful with the CHA addition to AC, considering that something similar (the Bladesinging Bladesong for the Wizard) is restricted by having to be activated, lasting 1 minute (which is still more than enough for any combat, usually) and that can be used only twice per short rest.
The first thing that pops into my head is maybe having this tied to the use of Sorcery Points, with the CHA bonus needing to be activated with a bonus action and lasting CHA turns, with the possibility, from lvl 2 ofc, to extend its duration to 1 minute if 1 SP is spent.
Channel Spell is the other feature I can see a bit overpowered. I absolutely love the idea, and was thinking on how-with what class try to implement it myself no later than yesterday, but this version seems a bit too good. There is no real restriction to this, and a 14th level Sorcerer could virtually go around the battlefield dishing out Empowered Fireballs left and right for the whole fight AND imposing disadvantage to the DEX save for free. That seems a bit much, to me at least. I would suggest to take out the automatic disadvantage to saves (you'd have Heightened Spell for that) and the need to activate this at some additional cost, like having to spend Sorcery Points equal to the spell slot used. This would naturally restrict the abuse of this feature, while at the same time making it a tactical choice. "Do I want to dish out a lot of damage to a single target with a huge nova spell-powered attack, putting everything I have in one blow, or should I try to wear it down with smaller spell-powered hits?"
The last feature seems ok, but I feel it might be made a bit better (not sure how atm, in part it depends on what changes you'd be willing to make to the two other features I mentioned).
Overall the idea is interesting, as it seems all casters have a more fencing-oriented subclass except Sorcerer.
So first off Thank you for the feed back, your brought up a couple things I didn’t think of as well as made me realize I should change the wording on a few things to make clearer.
1) you are absolutely right about removing the automatic disadvantage from Channel Spell. Like you said they have Heightend Spell for that, so I’ll be changing that immediately.
2) While empowered fireball can and probably will be a thing I think it’s balanced out by the fact putting the spell in the sword is a whole action, so at most they’d be doing it every other turn which is pretty slow in combat. I’m going to adjust the wording to make it clear that it’s an action regardless, so quickening the fireball to try to put it in faster won’t do anything. Keeping that in mind let me know if you still think it’d be to much.
3) Bonded weapon seems much more of a Kensai/Eldritch Knight thing, and without multiple features around said bonded weapon it seem frivolous. Also I like the flavor that since a Sorcerer doesn’t need to study magic/prepare spells they have more time to learn the ins and outs of martial weapons.
4) CHA bonus to AC would max out at a +5 (stat limit) same as monk (who has better hit die) and bladesinger (who has way more spells), and only 2 more that Dragon Soul Sorcerer’s built in Mage armor. I know Blade singingers is limited in time, but they also have armor profiency for light armor (so there AC is always elevated), something I didn’t give the battle Born.
5) I based the last class feature off of the Tensers Transformation Spell (7th level wizard spell) modified so they could still spell cast, and both adding and taking away some features. Maybe I’ll throw the extra attack back into it and raise the bonus damage back to d12’s.
So first off Thank you for the feed back, your brought up a couple things I didn’t think of as well as made me realize I should change the wording on a few things to make clearer.
1) you are absolutely right about removing the automatic disadvantage from Channel Spell. Like you said they have Heightend Spell for that, so I’ll be changing that immediately.
You are most welcome :)
2) While empowered fireball can and probably will be a thing I think it’s balanced out by the fact putting the spell in the sword is a whole action, so at most they’d be doing it every other turn which is pretty slow in combat. I’m going to adjust the wording to make it clear that it’s an action regardless, so quickening the fireball to try to put it in faster won’t do anything. Keeping that in mind let me know if you still think it’d be to much.
I must have not seen the prerequisite of the Channeling being an Action, this indeed balances-out most of the possible abuses, good thinking :)
3) Bonded weapon seems much more of a Kensai/Eldritch Knight thing, and without multiple features around said bonded weapon it seem frivolous. Also I like the flavor that since a Sorcerer doesn’t need to study magic/prepare spells they have more time to learn the ins and outs of martial weapons.
My idea was to tie Martial Focus and Channel Spell to the bonded weapon, but you are right there is no real need for that, and it would be against the general "philosophy" of Sorcerers, good point :)
4) CHA bonus to AC would max out at a +5 (stat limit) same as monk (who has better hit die) and bladesinger (who has way more spells), and only 2 more that Dragon Soul Sorcerer’s built in Mage armor. I know Blade singingers is limited in time, but they also have armor profiency for light armor (so there AC is always elevated), something I didn’t give the battle Born.
I see your point, and thinking about it I agree, I was probably focusing too much on this being a level 1 feature, but then again both Monk and Barbarian get the same, so...
5) I based the last class feature off of the Tensers Transformation Spell (7th level wizard spell) modified so they could still spell cast, and both adding and taking away some features. Maybe I’ll throw the extra attack back into it and raise the bonus damage back to d12’s.
Nicely done, now it definitely feels more like a lvl 18 feature. Only one thought: I'd probably take out the SP cost, and instead make it a once per long-rest feature, given the bonuses granted are quite powerful and it should be a kind of "ultimate", imho.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I completely agree with everything Lek has said thus far, save for removing the SP cost for the 'ult' ability. This is a subclass thats obly ability that costs any sp is the last, not that it's a bad thing, but I like the idea that if a Sorcerer wanted to they could burn their spellslots to become an ultimate melee fighter that still wouldn't outshine say the barbarian or fighter. I dig it.
I completely agree with everything Lek has said thus far, save for removing the SP cost for the 'ult' ability. This is a subclass thats obly ability that costs any sp is the last, not that it's a bad thing, but I like the idea that if a Sorcerer wanted to they could burn their spellslots to become an ultimate melee fighter that still wouldn't outshine say the barbarian or fighter. I dig it.
Thanks, I actually like that is able to be reactivated, but it cost more than the 4 points a 20th level Sorcerer would get for entering battle with no points.
i might add that you gain a level of exhaustion after the minute is up, thus giving a draw back for continually popping it off in one day, without completely removing the ability. After all sometimes you just need to go +Ultra on a monster
My attempt at a Sorcerer equivalent to the Blade Singers from the Sword Coast book
Battle Born:
Not all Sorcerers are the descendants of legendary creatures. Some are born from the over concentration of magic clashing on the battlefield, thus a Battle Born is manifested. Drawn to the call of battle these Sorcerers focus their magic to increase their martial prowess
Born for Battle:
1st level: Proficiency with martial weapons, and you can add your Charisma modifier to your defense when not wearing armor or wielding a shield
Martial Focus:
1st level: You’ve learned to adapt your skills with a weapon into your spell casting. Starting at 1st level while wielding a martial weapon you may treat it as your spell focus.
Extra Attack:
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Channel Spell:
Starting at 14th level you can channel a spell of 1st level or higher that you can cast into your melee weapon. As an Action, you store a spell into your weapon. The stored spell is cast on the next target that you successfully attack with the weapon, at which point you can expend any Sorcerery Points to apply metamagic (saving throws still apply). Even if the spell normally affects an area or Multiple targets, it affects only the hit target. You can only have 1 spell stored at a time.
Arcane Warrior:
You’ve learned to manipulate the magic inside of you to draw out your full battle prowess. Starting at 18th level you can spend 6 Sorcery points to gain the following for 1 minute:
I like the idea, but I would probably limit the bonuses to one specific, "bonded" weapon. The level 1 feature "Born From Battle" sounds quite powerful with the CHA addition to AC, considering that something similar (the Bladesinging Bladesong for the Wizard) is restricted by having to be activated, lasting 1 minute (which is still more than enough for any combat, usually) and that can be used only twice per short rest.
The first thing that pops into my head is maybe having this tied to the use of Sorcery Points, with the CHA bonus needing to be activated with a bonus action and lasting CHA turns, with the possibility, from lvl 2 ofc, to extend its duration to 1 minute if 1 SP is spent.
Channel Spell is the other feature I can see a bit overpowered. I absolutely love the idea, and was thinking on how-with what class try to implement it myself no later than yesterday, but this version seems a bit too good.
There is no real restriction to this, and a 14th level Sorcerer could virtually go around the battlefield dishing out Empowered Fireballs left and right for the whole fight AND imposing disadvantage to the DEX save for free. That seems a bit much, to me at least.
I would suggest to take out the automatic disadvantage to saves (you'd have Heightened Spell for that) and the need to activate this at some additional cost, like having to spend Sorcery Points equal to the spell slot used. This would naturally restrict the abuse of this feature, while at the same time making it a tactical choice. "Do I want to dish out a lot of damage to a single target with a huge nova spell-powered attack, putting everything I have in one blow, or should I try to wear it down with smaller spell-powered hits?"
The last feature seems ok, but I feel it might be made a bit better (not sure how atm, in part it depends on what changes you'd be willing to make to the two other features I mentioned).
Overall the idea is interesting, as it seems all casters have a more fencing-oriented subclass except Sorcerer.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
So first off Thank you for the feed back, your brought up a couple things I didn’t think of as well as made me realize I should change the wording on a few things to make clearer.
1) you are absolutely right about removing the automatic disadvantage from Channel Spell. Like you said they have Heightend Spell for that, so I’ll be changing that immediately.
2) While empowered fireball can and probably will be a thing I think it’s balanced out by the fact putting the spell in the sword is a whole action, so at most they’d be doing it every other turn which is pretty slow in combat. I’m going to adjust the wording to make it clear that it’s an action regardless, so quickening the fireball to try to put it in faster won’t do anything. Keeping that in mind let me know if you still think it’d be to much.
3) Bonded weapon seems much more of a Kensai/Eldritch Knight thing, and without multiple features around said bonded weapon it seem frivolous. Also I like the flavor that since a Sorcerer doesn’t need to study magic/prepare spells they have more time to learn the ins and outs of martial weapons.
4) CHA bonus to AC would max out at a +5 (stat limit) same as monk (who has better hit die) and bladesinger (who has way more spells), and only 2 more that Dragon Soul Sorcerer’s built in Mage armor. I know Blade singingers is limited in time, but they also have armor profiency for light armor (so there AC is always elevated), something I didn’t give the battle Born.
5) I based the last class feature off of the Tensers Transformation Spell (7th level wizard spell) modified so they could still spell cast, and both adding and taking away some features. Maybe I’ll throw the extra attack back into it and raise the bonus damage back to d12’s.
You are most welcome :)
I must have not seen the prerequisite of the Channeling being an Action, this indeed balances-out most of the possible abuses, good thinking :)
My idea was to tie Martial Focus and Channel Spell to the bonded weapon, but you are right there is no real need for that, and it would be against the general "philosophy" of Sorcerers, good point :)
I see your point, and thinking about it I agree, I was probably focusing too much on this being a level 1 feature, but then again both Monk and Barbarian get the same, so...
Nicely done, now it definitely feels more like a lvl 18 feature. Only one thought: I'd probably take out the SP cost, and instead make it a once per long-rest feature, given the bonuses granted are quite powerful and it should be a kind of "ultimate", imho.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I completely agree with everything Lek has said thus far, save for removing the SP cost for the 'ult' ability. This is a subclass thats obly ability that costs any sp is the last, not that it's a bad thing, but I like the idea that if a Sorcerer wanted to they could burn their spellslots to become an ultimate melee fighter that still wouldn't outshine say the barbarian or fighter. I dig it.
Thanks, I actually like that is able to be reactivated, but it cost more than the 4 points a 20th level Sorcerer would get for entering battle with no points.
i might add that you gain a level of exhaustion after the minute is up, thus giving a draw back for continually popping it off in one day, without completely removing the ability. After all sometimes you just need to go +Ultra on a monster
The UA Stone Sorcerer is melee-type sorcerer. You might want to give that a look for ideas.