Base Class: Sorcerer
Those who are of a Swordcery line of mages are born with an innate power to wield swords in a way few others can. Swordcerers are mages with the ability to form an arcane bond with a sword allowing them to channel their magic into the blade. The more time a Swordcerer spends with a bonded blade, the more magic power accumulates within the bond allowing the bonded weapon to become even stronger. This sometimes even causes the blade to develop a magical scentiance of its own.
A Swordcerer’s relation with their weapon, sentient or otherwise, is very much codependent. The Swordcerer empowers their weapon and in turn the weapon empowers its wielder.
Sword Sorcery
1st-level Swordcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Sword Sorcery Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or abjuration spell from the sorcerer, warlock, or wizard spell list.
Sword Sorcery Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | Zephyr Strike, Shield |
| 3rd | Spiritual Weapon, Mirror Image |
| 5th | Elemental Weapon, Haste |
| 7th | Staggering Smite, Freedom of Movement |
| 9th | Steel Wind Strike, Far Step |
Bonus Proficiencies
Starting at 1st level, you gain proficiency with Longswords, Shortswords, Rapiers, and Scimitars.
Blade Bond
Starting at 1st level, you are able to form a magical bond with a sword of your choice, when bonded, the weapon becomes an extension of your magical being. Choose a Longsword, Shortsword, Rapier, or Scimitar and you can perform a magical ritual on it during a short rest. After the ritual, you are considered bonded with it and it gains the following benefits: you can use your Charisma instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn’t already.
Performing the bond on another weapon will immediately sever the bond with your previously bonded weapon.
Soul of the Sword Master
Starting at 1st level, Welding your bonded weapon awakens your latent martial instincts, greatly enhancing your reflexes. While you are holding your bonded weapon, your AC while not wearing armor becomes 13 + your Dexterity modifier and attacks of opportunity against you have disadvantage.
Blade Echo
Starting at 6th level, you learn how to use your power to manifest magic copies of your bonded weapon. When you use a Metamagic option on a spell, you can conjure an arcane projection of the bonded weapon to hover beside you for up to 1 hour. You can have up to five Blade Echoes up at the same time. Once per turn, after you make a melee attack you can attack with a Blade Echo as a part of that same attack. Roll a melee spell attack, on hit, the Blade Echo deals 1d8 + half your sorcerer level force damage and disappears. Additionally, as a reaction to taking damage, you can expend one of your blade echoes to reduce the amount of damage taken by 1d8 + half your sorcerer level.
Bond of Power
Starting at 14th level, your blade resonates powerfully with the magic you cast. When you cast a spell of 3rd level or lower on yourself that requires concentration, you can choose to forgo concentrating on the spell yourself and instead let your weapon maintain the spell. Your bonded weapon can only maintain one spell at a time and you still have to make a concentration check for the spell whenever you take damage. Concentration on the spell immediately ends if you let go of the weapon for any reason.
Blade Echo Mastery
Starting at 18th level, you have complete mastery over the mystical connection between you and your weapon. You can now use a Blade Echo as part of any melee attack you make with your bonded weapon. Additionally, you can use a bonus action to conjure 5 blade echoes at once.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Previous Versions
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