Sorcerer
Base Class: Sorcerer

Some are blessed with an intrinsic connection to arcane forces. While many times it takes on the qualities of the bloodline or source that the ignited the spark within the individual, the swordsoul instead has been taught to channel that raw potential into the very blade that rests in their hands.
     Your magic springs from a mystical link between the magic in your soul and the innate aptitude for weaponry. You might trace a distant ancestor to an ancient sorcerer of the past who combined the might of their sword with sorcery, or you may just be naturally gifted with the arcane and have a knack for weapons. Whatever your past, magic is inherent in your blood along with an affinity fore blades. This link grants you extraordinary resilience and your natural affinity for combat make a steel blade feel like a natural extension of your body. Sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your arcane prowess to overwhelm your foes and paint the battlefield red.

Blade Magic

If a spell grants you a melee attack with a weapon as part of casting the spell, it counts as a Blade Magic spell for you.

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

You also add two Blade Magic cantrips to your known spells list.

Blade Magic
Sorcerer Level Spells
1st 2 Blade Cantrips, Wrathful Smite, Shield
3rd Branding Smite, Misty Step
5th Blinding Smite, Haste
7th Staggering Smite, Dimension Door
9th Banishing Smite, Skill Empowerment

Swordsman's Center

At 1st level, you have conditioned your body to provide extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

You also can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor.

Bladebond

By spending 1 hour of meditation with a chosen melee weapon, you forge a special bond with the weapon. If you forge a bond with a different blade, the old bond dissipates.
     If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to repair or recreate the weapon from a fragment. All other fragments lose any unique or magical properties they may have once had. The bonded weapon can only be repaired up to the condition it was in when you bonded to it.
     As a bonus action, you can call your bonded weapon to your hand from up to 60 feet away.
     You can also use your bonded weapon as a spell focus for your sorcerer spells.

 
 

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Bladesoul Burst

Starting at 6th level, your command of blade magic grows stronger, allowing you to concentrate pure magic into your blade.

When you hit a creature with a melee attack, you can spend at least 2 sorcery points to deal force damage to the target. The extra damage is 2d6 for 2 sorcery points, plus 1d6 for every point you spend.

Bladesoul's Edge

Starting at 14th level, your mastery of blade magic allows you to add extra arcane force to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Enlightened Bladesoul

At 18th level, you can use an action to spend 4 sorcery points to surround yourself in a ring of bright light with a radius of 30 feet for 1 minute. While surrounded in this light, you can make a third attack on your attack action. Additionally, as a bonus action, you can choose to teleport to any spot within your 30 foot ring of light.

After activating this effect, you can't do so again until you have finished a long rest.

Previous Versions

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