Sorcerer
Base Class: Sorcerer

Bladebound sorcerers, by some stroke of luck, have gotten themselves bound by magic to, well, a blade.
Bladebound sorcerers are few and far between, the few who do choose an adventuring lifestyle being some of the bravest ones.

Warrior's Tenacity

At first level, your battle-hardened body has began to get much better at tanking hits, and/or avoiding them alltogether. your unarmored armor class is 10+DEX mod+ CHA mod.

Arcane Channel

At first level, you gain the ability to channel ranged attack and saving throw spells through weapons on a melee attack. You can also do this with melee spells as a bonus action over an action. In order to do this, you need to spend an equal amount of sorcery points up to the spell level, cantrips don't need any sorcery points spent to do this. If you cast an AOE spell through this, say Fireball, the explosion will still happen and the saving throw will still need to be made. When using a ranged weapon, you can channel both melee and ranged spells through them. When striking an enemy, both the spell and weapon's damage apply.

Blood-bound contract

You may spend a short/long rest binding a weapon/set of weapons to yourself. Upon having a bound weapon, you may summon it to your hands from wherever it is, as long as it is on the same plane of existence. You must spend your action to manifest the weapon(s), when you dismiss the weapon, it enters an extradimensional pocket. If the bond is broken, the weapon(s) will appear at your feet if it is in the pocket when it's broken.

 

Additionally, you gain an extra attack, and another at 14th level. 

Return to Sender

When a ranged spell is targeted/centered within five feet of you, you may spend your reaction to parry it with your weapon. You must make an attack roll to hit the opponent who sent the spell towards you directly back at them. Additionally, you gain an extra attack upon use of the Attack action, allowing you to attack thrice.

Coat of Arms

At 18th level, you may use your action to bring out your warrior's spirit, creating 1d6+2 ethereal copies of your preferred weapon. You may use them once, before they dissipate. If you use ranged weapons, this will create ethereal versions with infinite ammunition. Your new weaponry will use the same damage dice as normal, but now they deal Force damage. Any normal weapon you use will deal an extra d6 Force damage. Coat of Arms also produces an aura around you- it makes any hostile/neutral entity within 60 of you Frightened. Coat of Arms will last for one minute or until you lose concentration (as though you were casting a concentration spell).

Previous Versions

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12/18/2021 7:15:40 PM
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