Base Class: Sorcerer
Witchblades are born of a lineage of warriors whose great feats in battle shape the flow of magic around them allowing their supernatural prowess to sometimes pass to their decedents. Some tribes and noble families track their ancestries in hope of identifying the heirs to this power and harnessing their gifts. However, many witchblades are born of unremarkable circumstances, removed from and ignorant of the heritage that empowers them. Some scholars suggest that when the fates and the weave of magic align just so, one of these warrior mages may come into being through their own force of will, bending the wave and perhaps starting a lineage of their own.
As a Witchblade Sorcerer you decide how your power came to be manifest. Will you continue the legacy of your blood? Will you forge a new legacy to be passed down? Consult the Witchblade Origins table for a possible origin of your power.
Witchblade Origins
d6 | Origin |
---|---|
1 | Your bloodline is that of one of the first to wield the weave. That skill has been passed down through your family, and now to you. |
2 | An ancestor was gifted a divine spark of power from a celestial. That spark rekindles itself in certain generations. |
3 | Somewhere in your family history there was a child with someone of royal blood. The power of that blood now flows through you giving you control over arcane forces. |
4 | Long ago a deal was struck with a demon for power, now once a generation that power manifests in another descendant and the demon comes to collect. |
5 | You where as mundane as they come until you hit maturity and found a power inside yourself so potent it could change the course of the world. |
6 | A great hero of history was given the ability to reincarnate their soul. You have been chosen as the next vessel to carry that legacy. |
Bloodline Spells
1st-level Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown on the Bloodline Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level from the Cleric, Warlock, or Wizard spell lists.
Bloodline Spells
Sorcerer Level | Spells |
---|---|
1st | Armor of Agathys, Command |
3rd | Barrowed Knowledge, spiritual weapon |
5th | Motivational Speech, Spirit Shroud |
7th | Freedom of Movement, Shadow of Moil |
9th | Holy Weapon, Steel Wind Strike |
Magic Arsenal
1st-level Witchblade feature
You may invoke magical weapons and armor at will as a bonus action. The magical armaments are often of an arcane appearance such as a whip of arcane energy or a cuirass of swirling shadows.
The equipment vanishes after 1 hour, if it leaves your immediate possession, if you die or if you use this ability again.
- Magical Arms. You may create any one melee weapon or any two melee weapons with the light property. Created weapons are magical but otherwise use standard weapon profiles and you are proficient with them.
- Magical Armor. You create and don a set of magical armor. While wearing the armor your base AC is 13 + your Charisma modifier. You are proficient in wearing this armor. You may unsummon the armor as a bonus action.
Starting at 2nd level when you take damage, you may use your reaction and spend sorcery points to protect yourself. You may reduce the amount of damage taken by 5 for each sorcery point spent this way. You may summon your arsenal a number of times equal to your proficiency bonus per long rest unless you spend 3 sorcery points to summon them again.
Extra Attack
6th-level Witchblade feature
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.
Witch Walking
14th-level Witchblade feature
You have the ability to blink around the battlefield as part of your attack action. At either the beginning or the end of your attack action, you may instantly teleport up to 15 feet to an unoccupied space that you can see. You may spend 2 sorcery points to blink at both the beginning and end of your attack action.
Magical Flurry
18th-level Witchblade feature
When you make a melee weapon attack using the Extra Attack feature, You may spend up to 5 sorcery points to cast a sorcery spell of a level equal to the number of points spent in place of a cantrip as part of this attack. In addition you may spend up to 2 sorcery points to make an additional attack for each point spent.
Comments