Base Class: Sorcerer
The magic that ebbs and flows through your body comes from an ancient and legendary
warrior. You might trace your abilities back to an ancestor who participated in a seemingly
endless war working alongside divine angels, horrible devils, tricky fey, or almighty Gods,
wielding both might and magic and ended the turmoil. Or you may have been blessed by one of these
ancient warriors to fight on their behalf, or even have the faint spirit of a fallen warrior resting in you. Possibly you came in
contact with a piece of one of these legendary warrior's ancient magically infused weapons and its magic changed
you. Regardless of the means in which you gained these abilities, the warrior's pride, martial prowess, and magic
found its way to you. Legends say many of these mighty battle ready warriors
found their magic most malleable and dynamic when used in tandem with a weapon, utilizing both arcane and elemental
magic to bind a small fraction of that power to these weapons in specialized rituals known as an Arcane Bond. These bonds
while very beneficial in combat, led to some unique anomalies toward their weaponry or even themselves. At your
option, you can pick from or roll on the Bonded Weapon Quirks table to create a quirk for your character or weapon.
Warbound is a bloodline created by Finalplayer over at the Homebrewery. (unable to link due to restrictions)
I created this page for myself and others who would like to use the bloodline for their character in the Beyond generator.
Arcane Bond
At 1st level, you learn a personalized ritual that places a fraction of your overwhelming magic into a weapon.
When you select this sorcerous origin you create a ritual that channels and binds your magic to one weapon. You
perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, it becomes a spellcasting focus for your sorcerer spells, and it gains a
bonus to damage rolls equal to half your proficiency bonus, rounded down. If it is on the same plane of existence, you can
summon that weapon as an action on your turn, causing it to teleport instantly to your hand. Immediately after you make a
ranged weapon attack using a bonded weapon with the thrown property it teleports back into your grasp. When you
reach 6th level in this class the weapon counts as magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. You can only have one bonded weapon at a time. If you
attempt to bond with a second weapon, you must break the bond with the first one.
Enchanted Combatant
Also at 1st level, the magic of the legendary warrior pulses and flows through your mind and body granting you their
martial abilities, fortitude and knowledge. You are proficient in light armor, medium armor, heavy
armor, shields, simple weapons, and martial weapons. In addition, your hit point maximum increases by 1,
and it increases by 1 again whenever you gain a level in this class.
Esoteric Infusion
Also at 6th level, you learn how to infuse empowering arcane magic into your bonded weapon.
Whenever you finish a short or long rest, you can touch your bonded weapon and choose one of the following damage
types to infuse into the weapon until you end the infusion (No action required): acid, cold, fire, force, lightning, or thunder.
When you hit a creature with your bonded weapon you can choose to deal extra damage equal to half your Sorcerer level
of the chosen type. In addition you gain an effect depending on the infusion chosen.
Acid. When you hit a creature with your bonded weapon you can spend 1 sorcery point and have the creature make a
Constitution saving throw. On a failed save, it takes an additional 2d6 acid damage the next time it takes damage, before the start of your next turn.
Cold. When you hit a creature with your bonded weapon you can spend 1 sorcery point to reduce the creature's movement speed by 10 feet, until the start of your next turn.
Fire. When you hit a creature with your bonded weapon you can expend 1 sorcery points to deal an extra 1d10 fire damage.
Force. When you hit a creature with your bonded weapon, you can choose to spend 2 sorcery points to knock the
creature prone and tag the creature with a magical arcane mark until the start of your next turn. If the creature attacks,
deals damage, or forces, someone to make a saving throw before then it takes 2d4 force damage, then the mark fades away.
Lightning. As a bonus action, you can expend 2 sorcery points and make a single weapon attack with your bonded
weapon. On a hit, this weapon attack deals lightning damage instead of the weapon's normal damage type, and the
creature must make a Constitution saving throw. On a failed save, it can't take reactions until the start of your next turn.
Thunder. When you hit a creature with your bonded weapon, you can expend 2 sorcery points to choose any
number of other creatures within 10 feet of the creature to make a Constitution saving throw. On a failed save they take
thunder damage equal to the damage dealt by your Esoteric Infusion extra damage.
Esoteric Empowerment
Starting at 14th level, your Esoteric Infusion and enchantments grow stronger. When you deal damage with
your bonded weapon you can choose to deal your chosen infused damage type instead of the normal damage and you
also gain an additional effect depending on the infusion chosen.
Acid. You gain resistance to acid damage. When you take bludegoning, piercing, or slashing damage, you can use your reaction to reduce the damage by 1d10.
Cold. When you hit a creature with your bonded weapon, the target has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Fire. Fire damage dealt by your bonded weapon ignores resistance to fire damage. If you hit a creature who is not
resistant or immune to fire damage, they take an extra 1d10 fire damage.
Force. You have immunity to force damage. If a creature deals force damage to you, you can use your reaction to make
a single weapon attack against the creature with your bonded weapon.
Lightning. Your movement speed increases by 20 feet, and you can move up, down, and across vertical surfaces and
upside down along ceilings while leaving your hands free, as if it were difficult terrain.
Thunder. When you hit a creature with your bonded weapon, you can push the creature up to 10 feet away from you in a straight line.
Esoteric Savant
Starting at 18th level, your mastery over your Esoteric
Infusion allows you to control multiple elements at once. You
can select two damage types for your Esoteric Infusion ability
instead of one. In addition, as a bonus action you can expend
1 sorcery point to change the infusions placed on your
weapon.
Previous Versions
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9/28/2019 3:11:46 AM
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