Sorcerer
Base Class: Sorcerer

Maybe you inherited it from your ancestors, stole it from an unsuspecting neighbor or simply stumbled upon it resting in the teeth of racks in a friendly weaponsmiths' store; be it a regal, encrusted dagger, a disheveled spear, or a grand and shining sword in the dark gloominess of an uneventful life, you have found yourself a Blade of Destiny. The untrained eye could mistake it for the fleeting chances of manic situations, or the meaningless coincidence of current relations, but in actuality, the sheer opposite is the truth of the matter. The forces at play are powerful and unyielding. This purposeful instance, intent and will bound to you form seemingly endlessly ahead, takes shape in the obscured path known as Destiny.

Hex Warrior

This feature is in place because DNDBEYOND doesn't have any way to add the hexblade check box nor make a magic item that uses Charisma as its attack roll ability.

Blade of Destiny

You gain proficiency in one, one-handed weapon of your choice.

Touch one, one-handed weapon with which you are proficient at the end of a long rest, this is your Blade of Destiny. It is worth at least 1 gold and you always know its location. If it is destroyed you can summon or repair it as part of an hour long ritual. It appears in an unoccupied space adjacent to you at the end of the ritual.

The Blade of Destiny gains the following benefits and properties, and additional benefits obtained from your Fortune's Magic feature:
  • While your Blade of Destiny is within 120ft of you and you are not wearing armor, your Armor Class equals 13 + your dexterity Modifier.
  • While in possession of your Blade of Destiny, you gain temporary hit points equal to 2d4 + Half your Sorcerer Level (rounded up) when you finish a long rest.
  • You can use your Charisma modifier, in place of your Strength or Dexterity modifier, for attack and damage rolls when making attacks with your Blade of Destiny.

Your Blade of Destiny retains these benefits until you use this feature again.

Fortune's Magic

Your Fortune's Magic feature offers additional Metamagic options at 3rd level in this class. When you choose Metamagic options, you can choose a Blade of Destiny feature in place of a Metamagic option from the options listed below, these options can be chosen when taking the Metamagic Adept feat, provided you have access to the Fortune's Magic feature.

Blade of Concentrating

As a bonus action on your turn, or as part of the action used to cast a spell that requires concentration, you can expend a number of Sorcery Points equal to the spell slot level used during the casting to automatically succeed on any Concentration saving throw for a number of rounds equal to your Charisma Modifier, in addition to the round that you used this feature. You can extend this feature at the start of your turn (no action required) beyond it's expiration by expending more Sorcery Points, on for each additional round. This Blade of Destiny feature cannot be used on 9th level spells.

Blade of Flourishing

Your Blade of Destiny gains the finesse and thrown (range 30/80) properties. As long as you are holding your Blade of Destiny it can be used as a Spellcasting Focus. Additionally, provided it is within 120ft of you, it can be summoned to your hand as a bonus action on your turn or as part of a ranged weapon attack.

Blade of Marring

You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, once per turn, you can expend a Sorcery Point to cast one of your cantrips in place of one of those attacks. Metamagic options from the base Sorcerer class cannot be applied to this cantrip.

This Metamagic can immediately replace a previously taken Metamagic at Sorcerer Level 5, or any Sorcerer Level henceforth.

Blade of Razing

Whenever you hit a creature with your Blade of Destiny, the creature takes extra Force damage equal to your Charisma modifier.

Blade of Reflecting

As a reaction when you take damage you may expend a Sorcery Point. When you do so, you can choose to either push the creature that dealt the damage back 10ft if they are within 10ft of you, or reduce the damage taken by 1d6 + your Proficiency Bonus. This increases by 5ft (push back) and 1d6 at 5th, 11th, and 17th level in this class. You may only use this reaction a number of times equal to your Charisma modifier per long rest.

Blade of Smiting

Once per turn, when you hit a creature with your Blade of Destiny you may expend one or more Sorcery Points, up to a maximum of your Proficiency Bonus, dealing additional damage equal to your Proficiency Bonus + 1d6 of force damage. This damage increases by 1d6 for every Sorcery Point expended beyond the first.

Blade of Warding

As a bonus action, you may expend three Sorcery Points to gain a +2 bonus to your Armor Class until you finish a long rest. At 11th level, you may instead expend five Sorcery Points to gain a +4 bonus to your Armor Class until you finish a long rest. You cannot benefit from this Metamagic if you are wearing armor or wielding a shield. You cannot benefit from this Metamagic multiple times. 

Forever in Favor

Whenever you make an attack roll, or an attack roll is made against you, you may use your reaction to expend a Sorcery Point and add (or reduce) 1d6 from the attack roll. You can only do so after the attack has been rolled by the effects have not occured.

Clairvoyant Strike

Whenever you score a Critical Hit with your Blade of Destiny, you regain two Sorcery Points.

Rift in the Fates

Whenever you take the Attack action, you can forgo one of those attacks in order to teleport up to 15ft to an unoccupied space that you can see. Moreover, you can expend one Sorcery Point to teleport in the same way, out to a range of 30ft, as part of the Attack action, instead of forgoing an attack. You can only use this ability to teleport once per turn.

The Inevitable

As a bonus action, whilst you are wielding your Blade of Destiny, you may expend 6 Sorcery Points to create 3 corporeal, streaking illusions called Motes of Destiny, each taking up an unoccupied space you can see within 60ft of you. They las for ten minutes, until you move more than 120ft away from your Blade of Destiny, or you dismiss them (no action required).

Whilst one or more Motes of Destiny are present at a given time, you gain the following benefits:
  • Weapon attacks with your Blade of Destiny do additional Force damage equal to your Charisma Modifier.
  • Once per turn, you can mentally command one or more Motes to hover a combined distance up to your speed, in any direction.
  • If they are more than 120ft away from you when you end your turn then they instantly teleport back to the nearest unoccupied space you can see within 60ft of you.
  • When you make an attack, you can choose to make an attack as if you were in a Mote's space.
  • As a reaction, when you fail a saving throw, ability check, or take damage, you can attempt to sacrifice a Mote. When you do so, roll a d20 (this is considered an ability check). On an 11 or higher you succeed. On a success you take no effects from the triggering saving throw, ability check, or damage, and instead appear in the space of the sacrificed Mote. This Mote immediately vanishes and the DC to succeed increases by 1 until you finish a long rest.

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